Bloodstone(PC) FAQ
version 0.9.0
copyright 2003-2004 by Andrew Schultz schultza@earthlink.net
Please do not reproduce this FAQ for profit without my prior consent. However,
if you write a polite e-mail to me referring to me(and this FAQ) by name, then I
will probably say OK. But if I ignore you that means no--and I am bad about
answering e-mail. Sorry.
**** AD SPACE: ****
My home page: http://www.geocities.com/SoHo/Exhibit/2762
****big note****
I have color maps for all locations. If there's enough interest I'll try to get
them posted. If nothing else I can post the executable or source code and let
people run them so they can see, for instance, a map with all ambushes visible.
I also have long term plans for an HTML guide if anyone is interested. I'd put
the pictures in with the graphics. You may also want to open my Bloodstone
overland map of Tarq in another browser and use it with this text guide. It's at
GameFAQs, where you're probably seeing this document.
================================
OUTLINE
1. INTRODUCTION
1-1. LEGENDS
1-2. SETTINGS AND RESOURCES
1-3. WHAT'S NEW, WHAT'S OLD(FEATURES)
1-4. BRIEF OPINIONS
1-5. GAME SIZE
1-6. TECHNICAL SPECIFICATIONS
2. CONTROLS
2-1. GETTING AROUND
2-2. COMBAT
3. CHARACTERS
4. METRICS
5. LISTS
5-1. SPELLS
5-2. MUSHROOMS
5-3. TELEPORTALS
5-4. MONSTERS
5-5. DUNGEON WORDS
5-6. GODS AND STUFF
5-7. SACRED GROVES
6. PARTY FUNCTIONS: SPLITTING, ETC.
7. STARTING OUT
8. FRIENDLY LOCATION DETAIL
9. UNFRIENDLY LOCATION DETAIL
9-1. DUNGEONS
9-1-1. A CAVERN
9-1-2. ANFORN
9-1-3. CAVERNS
9-1-4. DELQAFI
9-1-5. ENTEMAR
9-1-6. KIREINI
9-1-7. NALUUN
9-1-8. PRADAQA
9-2. TEMPLES
9-2-1. AIR TEMPLE
9-2-2. DARK TEMPLE
9-2-3. HIGH TEMPLE
9-2-4. SEA TEMPLE
10. LOGICAL PATHS TO A WIN
11. SUPER QUICK OUTLINE
12. WALKTHROUGH WITH DETAILS
14. BUGS, ETC.
15. CHEATS AND DATA LOCATION
16. VERSIONS
17. CREDITS
================================
1. INTRODUCTION
1-1. LEGENDS
1-2. SETTINGS AND RESOURCES
Getting started isn't supposed to be too tough in Bloodstone, and getting this
old DOS game set up in Windows can be, too. Unless you have...THIS GUIDE!
(dramatic music)
Run Setd and pick 1 bit speakers--the other settings don't matter. Leave them
as they are. (I'm not sure how to do things right, but if you don't care about
sound, this will work great.) Then, you'll want to create a shortcut to the
application.
1. Run explorer from the command prompt.
2. Right click on the application BLD.EXE.
3. Click properties, the program tab, and "advanced."
4. Click "prevent MS-DOS based programs from detecting Windows"
5. Double click the shortcut icon to start the game. You may get a note about
how the game might not quite run right. Push no if such a dialog box comes up.
6. There may still be weird static in place of sound. Hit ctrl-v to disable
that.
1-3. WHAT'S NEW, WHAT'S OLD(FEATURES)
1-4. BRIEF OPINIONS
1-5. GAME SIZE
1-6. TECHNICAL SPECIFICATIONS
2. CONTROLS
2-1. GETTING AROUND
2-2. COMBAT
3. CHARACTERS
Danat (Full name:Danat McLagh) Energy = 99 Gold = 500
Race: Dwarf M/F: M
Bravery:12 Strength: 7 Dexterity: 6 Endurance: 6 Agility: 5
Loyalty:10 Charm: 5 Intelligence: 8 Resistance: 5
Sword:25/90 Axe:45/99 Archery:30/85 Magic:40/99 Fist:30/75
Swimming:30/50 Trading:30/75 Stealth:25/60 Research:25/50
Soul Read:35/99 Lockpick:40/99 Tracking:30/99 Music:25/75
Carpentry: 0/50 Metalsmith:10/99 Gemcutting:10/99
Tailor: 0/50 Leadership:50/75
Coin ( 0) Alabaster ( 3) Jade ( 1)
Shortsword WT 0 Aroten WT 0 Med Crossbow WT 2
Ring mail WT 4 Potion ( 6) Sermin (10)
Gonshi ( 6) Nift ( 5) Loka ( 3)
Medicin ( 4) Map ( 1) Bolt (50)
Blanket ( 6) Gimlai ( 1)
Spells:
SHATTER: 4 GLAMOUR:13 DETECT: 8 FIREBALL: 5 HEAL: 1
WEAKEN: 6 JUMP: 4 MOTILITY: 3 IMBECILE: 2 COURAGE: 2
SENSE: 6 LIGHTNING: 2
[the female version, Danta, is identical.]
Layel (Full name:Layel) Energy = 99 Gold = 420
Race: Taldor M/F: F
Bravery: 7 Strength: 9 Dexterity: 7 Endurance: 6 Agility: 4
Loyalty: 7 Charm: 3 Intelligence: 8 Resistance: 6
Sword:40/85 Axe: 5/50 Archery:45/50 Magic: 0/75 Fist:10/99
Swimming:25/30 Trading: 5/65 Stealth:20/50 Research:10/75
Soul Read:10/50 Lockpick:20/50 Tracking:10/60 Music:40/10
Carpentry:20/40 Metalsmith: 0/60 Gemcutting:10/75
Tailor:15/50 Leadership:20/75
Coin ( 0) Topaz ( 2) Scimitar WT 2
Med Crossbow WT 6 Ring mail WT 0 Bronze helmet WT 0
Potion ( 4) Gonshi ( 8) Nift ( 6)
Mirget (10) Luffin ( 8) Loka ( 4)
Medicin ( 5) Pick ( 7)
Spells:
Maxon (Full name:Maxonorai) Energy = 99 Gold = 600
Race: Wizard M/F: M
Bravery: 4 Strength: 4 Dexterity: 7 Endurance: 5 Agility: 4
Loyalty: 8 Charm: 4 Intelligence: 9 Resistance: 4
Sword:10/40 Axe: 0/10 Archery:10/25 Magic:50/ 0 Fist: 5/40
Swimming:15/30 Trading:20/25 Stealth:20/40 Research:35/99
Soul Read:35/50 Lockpick: 0/20 Tracking: 0/25 Music: 0/10
Carpentry: 0/25 Metalsmith: 0/25 Gemcutting: 0/25
Tailor: 0/25 Leadership:10/25
Coin ( 0) Alabaster ( 4) Shortsword WT 0
Potion ( 8) Sermin (16) Gonshi ( 7)
Nift ( 4) Turpin ( 7) Chalta ( 1)
Spells:
CONFUSE: 3 GLAMOUR: 7 HEAL: 6 WEAKEN: 7 SEE: 8
DISAPPEAR: 2 WALKWATER: 5 SHIELD:10 RESURRECT: 7 MOTILITY: 8
CRUMBLE: 2 IMBECILE: 6 RESTSOUL: 4 LIGHTNING: 5
Enric (Full name:Enric Palazo) Energy = 99 Gold = 341
Race: Dwarf M/F: M
Bravery: 9 Strength: 9 Dexterity: 6 Endurance: 6 Agility: 4
Loyalty: 6 Charm: 2 Intelligence: 3 Resistance: 5
Sword: 0/90 Axe:65/99 Archery:20/85 Magic: 0/99 Fist:25/75
Swimming:15/50 Trading:25/75 Stealth:30/60 Research: 0/50
Soul Read:15/99 Lockpick:30/99 Tracking:10/99 Music:10/75
Carpentry: 0/50 Metalsmith:30/99 Gemcutting:35/99
Tailor: 0/50 Leadership: 0/75
Coin ( 0) Battleaxe WT 0 Dwarven chain WT 5
Bronze helmet WT 2 Gonshi ( 5) Mirget ( 8)
Spells:
Pakrr (Full name:Pakkr T'thar) Energy = 99 Gold = 75
Race: Tlengle M/F: M
Bravery: 8 Strength: 8 Dexterity: 6 Endurance: 7 Agility: 3
Loyalty: 3 Charm: 2 Intelligence: 3 Resistance: 6
Sword:50/99 Axe:15/50 Archery:35/80 Magic: 0/75 Fist:45/50
Swimming:70/99 Trading: 5/99 Stealth:15/99 Research: 0/50
Soul Read:20/99 Lockpick:10/99 Tracking:40/50 Music: 0/99
Carpentry: 0/99 Metalsmith: 0/75 Gemcutting: 0/99
Tailor:20/99 Leadership:65/75
Coin ( 0) Broadsword WT 3 Lt Crossbow WT 1
Ring mail WT 0 Bronze helmet WT 4 Potion ( 6)
Mirget ( 8) Luffin ( 5) Medicin ( 4)
Pick ( 6) Bolt (24)
Spells:
Volni (Full name:Volni Wucka) Energy = 99 Gold = 422
Race: Dwarf M/F: F
Bravery: 4 Strength: 7 Dexterity: 5 Endurance: 5 Agility: 5
Loyalty: 7 Charm: 7 Intelligence: 7 Resistance: 6
Sword: 0/90 Axe:45/99 Archery:20/85 Magic:40/99 Fist:10/75
Swimming: 5/50 Trading:40/75 Stealth:25/60 Research:25/50
Soul Read:40/99 Lockpick: 5/99 Tracking:25/99 Music:15/75
Carpentry: 0/50 Metalsmith:20/99 Gemcutting: 0/99
Tailor: 0/50 Leadership: 0/75
Coin ( 0) Battleaxe WT 0 Med Crossbow WT 1
Dwarven chain WT 4 Iron helmet WT 2 Potion ( 6)
Sermin ( 8) Pick (11) Bolt (23)
Spells:
TELEPORT: 7 HEAL: 4 WEAKEN: 2 JUMP: 3 WHIRLWIND: 5
ENERGY: 8 BARGAIN: 4 QUIVER: 3 SHARPEN: 3 BERSERK: 2
WHERRIGAN: 1 BETRAY: 2
Talya (Full name:Talya) Energy = 99 Gold = 203
Race: Amazon M/F: F
Bravery: 8 Strength: 8 Dexterity: 6 Endurance: 6 Agility: 6
Loyalty: 5 Charm: 4 Intelligence: 6 Resistance: 5
Sword:40/75 Axe: 5/25 Archery:40/99 Magic:35/ 0 Fist:15/99
Swimming:20/99 Trading:25/60 Stealth:35/75 Research:10/99
Soul Read:30/99 Lockpick:15/50 Tracking:30/99 Music:40/99
Carpentry:10/99 Metalsmith: 0/75 Gemcutting: 0/75
Tailor: 0/99 Leadership:10/99
Coin ( 0) Jade ( 6) Topaz ( 2)
Longsword WT 6 Med Crossbow WT 2 Leather armor WT 0
Potion ( 8) Sermin ( 7) Gonshi ( 6)
Turpin ( 4) Flute ( 1)
Spells:
TELEPORT: 5 HEAL: 3 WEAKEN: 8 JUMP: 4 WHIRLWIND: 2
ENERGY: 6 BARGAIN: 4 QUIVER: 3 BERSERK: 1 WHERRIGAN: 2
Raran (Full name:Raran Benach) Energy = 99 Gold = 178
Race: Human M/F: M
Bravery: 6 Strength: 6 Dexterity: 7 Endurance: 5 Agility: 7
Loyalty: 4 Charm: 4 Intelligence: 6 Resistance: 5
Sword:45/99 Axe:30/75 Archery:45/80 Magic:35/75 Fist:15/99
Swimming:35/99 Trading:20/99 Stealth:35/75 Research:15/99
Soul Read:25/75 Lockpick:15/60 Tracking:30/75 Music:15/75
Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75
Tailor:15/75 Leadership:30/99
Coin ( 0) Longsword WT 0 Hammeraxe WT 4
Med Crossbow WT 2 Leather armor WT 3 Sermin ( 7)
Gonshi ( 5) Nift ( 6) Loka ( 4)
Medicin ( 3) Bolt (43)
Spells:
CONFUSE: 5 SHATTER: 7 LOCATE: 3 DETECT: 4 TELEPORT: 4
HEAL: 2 WEAKEN: 4 JUMP: 2 ENERGY: 3 SEE: 6
WALKWATER: 4 SHIELD: 6 MOTILITY: 3 IMBECILE: 3 SENSE: 5
RESTSOUL: 7 LIGHTNING: 4
Poral (Full name:Poral) Energy = 99 Gold = 382
Race: Dwarf M/F: M
Bravery: 5 Strength: 6 Dexterity: 4 Endurance: 5 Agility: 3
Loyalty: 4 Charm: 3 Intelligence: 3 Resistance: 5
Sword: 0/90 Axe:35/99 Archery: 0/85 Magic: 0/99 Fist:15/75
Swimming: 5/50 Trading:10/75 Stealth:15/60 Research: 0/50
Soul Read:10/99 Lockpick:30/99 Tracking:10/99 Music:10/75
Carpentry: 0/50 Metalsmith:15/99 Gemcutting:10/99
Tailor: 0/50 Leadership: 0/75
Coin ( 0) Pearl (15) Hammeraxe WT 0
Leather armor WT 0 Potion ( 2) Gonshi ( 3)
Luffin ( 4) Shovel ( 1)
Spells:
Tara (Full name:Tara LeKesh) Energy = 99 Gold = 98
Race: Amazon M/F: F
Bravery: 6 Strength: 6 Dexterity: 4 Endurance: 4 Agility: 3
Loyalty: 3 Charm:10 Intelligence: 3 Resistance:10
Sword:25/75 Axe:25/25 Archery:25/99 Magic: 0/ 0 Fist:15/99
Swimming:20/99 Trading:15/60 Stealth:25/75 Research: 0/99
Soul Read:10/99 Lockpick:10/50 Tracking: 0/99 Music:10/99
Carpentry: 0/99 Metalsmith:10/75 Gemcutting: 0/75
Tailor: 0/99 Leadership:20/99
Coin ( 0) Scimitar WT 0 Lt Crossbow WT 0
Chain mail WT10 Potion ( 3) Nift ( 5)
Loka ( 2) Bolt (28)
Spells:
Entor (Full name:Entor Glag) Energy = 99 Gold = 510
Race: Dwarf M/F: M
Bravery: 9 Strength:10 Dexterity: 5 Endurance: 4 Agility: 3
Loyalty: 4 Charm: 5 Intelligence: 6 Resistance: 6
Sword: 0/90 Axe:25/99 Archery:10/85 Magic:40/99 Fist:10/75
Swimming: 5/50 Trading:30/75 Stealth:25/60 Research:30/50
Soul Read:35/99 Lockpick:15/99 Tracking: 0/99 Music: 0/75
Carpentry: 0/50 Metalsmith:10/99 Gemcutting: 0/99
Tailor: 0/50 Leadership: 0/75
Coin ( 0) Battleaxe WT 7 Lt Crossbow WT 0
Ring mail WT 0 Potion ( 5) Gonshi ( 8)
Nift ( 6) Medicin ( 4) Pick ( 5)
Bolt (25)
Spells:
SHATTER: 3 GLAMOUR: 2 WHIRLWIND: 4 DISAPPEAR: 4 SHIELD: 6
MOTILITY: 3 TIMESTOP: 2 RESTSOUL: 3
Halan (Full name:Halan Kuk) Energy = 99 Gold = 203
Race: Human M/F: M
Bravery: 6 Strength: 6 Dexterity: 4 Endurance: 6 Agility: 3
Loyalty: 3 Charm: 3 Intelligence: 8 Resistance:10
Sword:35/99 Axe:10/75 Archery:35/80 Magic:25/75 Fist:15/99
Swimming:25/99 Trading:20/99 Stealth:30/75 Research:15/99
Soul Read:20/75 Lockpick:10/60 Tracking:20/75 Music:10/75
Carpentry:10/75 Metalsmith: 0/75 Gemcutting: 0/75
Tailor: 0/75 Leadership:25/99
Coin ( 0) Ruby ( 4) Shortsword WT 0
Lt Crossbow WT 0 Leather armor WT 0 Gonshi ( 4)
Mirget ( 6) Medicin ( 3) Bolt (31)
Spells:
SHATTER: 2 LOCATE: 4 WEAKEN: 3 QUIVER: 4 BERSERK: 6
LIGHTNING: 5
Ranak (Full name:Ranakaratel) Energy = 99 Gold = 222
Race: Dwarf M/F: M
Bravery: 4 Strength: 3 Dexterity: 5 Endurance: 4 Agility: 5
Loyalty: 5 Charm: 5 Intelligence: 6 Resistance: 4
Sword: 0/90 Axe:20/99 Archery:10/85 Magic:45/99 Fist: 5/75
Swimming:10/50 Trading:25/75 Stealth:25/60 Research:20/50
Soul Read:35/99 Lockpick: 0/99 Tracking:15/99 Music:15/75
Carpentry: 0/50 Metalsmith: 5/99 Gemcutting: 5/99
Tailor: 0/50 Leadership:10/75
Coin ( 0) Smallaxe WT 3 Lt Crossbow WT 0
Chain mail WT 6 Iron helmet WT 4 Potion ( 3)
Sermin ( 5) Gonshi ( 4) Nift ( 3)
Turpin ( 5) Loka ( 3) Bolt (44)
Spells:
CONFUSE: 4 SHATTER: 1 GLAMOUR: 6 TELEPORT: 8 JUMP: 1
ENERGY: 1
Maka (Full name:Makana Tal) Energy = 99 Gold = 258
Race: Dwarf M/F: F
Bravery: 5 Strength: 5 Dexterity: 5 Endurance: 4 Agility: 4
Loyalty: 3 Charm: 4 Intelligence: 3 Resistance: 4
Sword: 0/90 Axe:30/99 Archery:10/85 Magic: 0/99 Fist:15/75
Swimming:10/50 Trading:20/75 Stealth:25/60 Research: 0/50
Soul Read:15/99 Lockpick:30/99 Tracking:20/99 Music: 5/75
Carpentry: 0/50 Metalsmith:10/99 Gemcutting: 5/99
Tailor: 0/50 Leadership: 0/75
Coin ( 0) Jade ( 5) Smallaxe WT 0
Lt Crossbow WT 0 Leather armor WT 0 Potion ( 4)
Nift ( 5) Luffin ( 4) Loka ( 6)
Pick ( 5) Bolt (22)
Spells:
Kenit (Full name:Kenitlimkl) Energy = 99 Gold = 301
Race: Tlengle M/F: F
Bravery: 6 Strength: 6 Dexterity: 6 Endurance: 5 Agility: 4
Loyalty: 3 Charm: 2 Intelligence: 2 Resistance: 4
Sword:40/99 Axe:10/50 Archery:30/80 Magic: 0/75 Fist:40/50
Swimming:40/99 Trading: 0/99 Stealth:15/99 Research: 0/50
Soul Read:15/99 Lockpick:10/99 Tracking:35/50 Music: 0/99
Carpentry: 0/99 Metalsmith: 0/75 Gemcutting: 0/99
Tailor:10/99 Leadership:40/75
Coin ( 0) Scimitar WT 0 Lt Crossbow WT 0
Ring mail WT 7 Iron helmet WT 3 Potion ( 2)
Gonshi ( 5) Nift ( 4) Mirget ( 3)
Pick ( 8) Bolt (35)
Spells:
Endel (Full name:Endela Solat) Energy = 99 Gold = 178
Race: Amazon M/F: F
Bravery: 6 Strength: 5 Dexterity: 5 Endurance: 4 Agility: 4
Loyalty: 2 Charm: 4 Intelligence: 5 Resistance: 4
Sword:25/75 Axe:10/25 Archery:25/99 Magic:20/ 0 Fist:15/99
Swimming:20/99 Trading:20/60 Stealth:25/75 Research: 5/99
Soul Read:15/99 Lockpick: 5/50 Tracking:20/99 Music: 5/99
Carpentry: 0/99 Metalsmith: 0/75 Gemcutting: 0/75
Tailor:10/99 Leadership:15/99
Coin ( 0) Sapphire ( 2) Shortsword WT 0
Lt Crossbow WT 0 Leather armor WT 0 Potion ( 4)
Sermin (10) Gonshi ( 2) Nift ( 4)
Mirget ( 3) Luffin ( 3) Loka ( 4)
Pick ( 4) Bolt (32)
Spells:
TELEPORT: 8 HEAL: 3 WEAKEN: 5 JUMP: 2 WHIRLWIND: 4
ENERGY: 7 BARGAIN: 5 QUIVER: 2 BERSERK: 2 WHERRIGAN: 1
Rif (Full name:Rifnrnra) Energy = 99 Gold = 506
Race: Tlengle M/F: M
Bravery: 9 Strength: 8 Dexterity: 6 Endurance: 7 Agility: 5
Loyalty: 4 Charm: 2 Intelligence: 4 Resistance: 6
Sword:65/99 Axe:10/50 Archery:45/80 Magic: 0/75 Fist:40/50
Swimming:70/99 Trading:20/99 Stealth:10/99 Research: 0/50
Soul Read:15/99 Lockpick: 5/99 Tracking:55/50 Music: 0/99
Carpentry: 0/99 Metalsmith:20/75 Gemcutting: 0/99
Tailor:25/99 Leadership:60/75
Coin ( 0) Ruby ( 1) Broadsword WT 3
Med Crossbow WT 4 Chain mail WT 0 Iron helmet WT 1
Potion ( 6) Gonshi ( 8) Nift ( 4)
Mirget ( 5) Luffin ( 7) Loka ( 5)
Bolt (45)
Spells:
Mory (Full name:Moryantak) Energy = 99 Gold = 390
Race: Wizard M/F: M
Bravery: 5 Strength: 4 Dexterity: 7 Endurance: 6 Agility: 7
Loyalty: 7 Charm: 5 Intelligence: 8 Resistance: 5
Sword:10/40 Axe: 0/10 Archery:10/25 Magic:75/ 0 Fist: 5/40
Swimming:30/30 Trading:30/25 Stealth:40/40 Research:65/99
Soul Read:45/50 Lockpick: 0/20 Tracking: 5/25 Music:15/10
Carpentry: 0/25 Metalsmith: 0/25 Gemcutting: 0/25
Tailor: 0/25 Leadership:20/25
Coin ( 0) Alabaster ( 4) Scimitar WT 0
Leather armor WT 0 Potion ( 4) Sermin ( 6)
Gonshi ( 7) Nift (10) Turpin ( 8)
Otala ( 5) Aster ( 4) Berat ( 5)
Dunha ( 4) Henta ( 5) Bolt (35)
Demmock ( 1)
Spells:
TELEPORT: 4 ENERGY: 8 WALKWATER: 9 FIRESTORM: 5 HEAL ALL: 7
ALLSHIELD: 8 FIREDEATH:11 CRUMBLE: 9 CURE:14 BARGAIN: 5
QUIVER: 1 SHARPEN: 7 BERSERK: 4 WHERRIGAN: 2 BETRAY: 1
IMBECILE: 4 LIGHTNING: 5
Tula (Full name:Tula) Energy = 99 Gold = 575
Race: Amazon M/F: F
Bravery: 8 Strength: 8 Dexterity: 7 Endurance: 7 Agility: 6
Loyalty: 7 Charm: 7 Intelligence: 4 Resistance: 7
Sword:60/75 Axe:10/25 Archery:15/99 Magic: 0/ 0 Fist:50/99
Swimming:45/99 Trading:10/60 Stealth:55/75 Research: 0/99
Soul Read:35/99 Lockpick:40/50 Tracking:55/99 Music:20/99
Carpentry:30/99 Metalsmith: 0/75 Gemcutting: 0/75
Tailor:30/99 Leadership:35/99
Coin ( 0) Greatsword WT 6 Bronze plate WT 0
Iron helmet WT 0 Gonshi WT 0 Nift (10)
Mirget ( 5) Luffin ( 8) Medicin ( 6)
Pick (12)
Spells:
Gruth (Full name:Jon Gruther) Energy = 99 Gold = 348
Race: Human M/F: M
Bravery: 7 Strength: 7 Dexterity: 7 Endurance: 6 Agility: 6
Loyalty: 8 Charm: 6 Intelligence: 5 Resistance: 6
Sword:45/99 Axe: 5/75 Archery:40/80 Magic:35/75 Fist:15/99
Swimming:40/99 Trading:25/99 Stealth:45/75 Research:15/99
Soul Read:50/75 Lockpick:35/60 Tracking:60/75 Music:35/75
Carpentry:20/75 Metalsmith: 0/75 Gemcutting: 0/75
Tailor: 0/75 Leadership:30/99
Coin ( 0) Longsword WT 5 Med Crossbow WT 1
Chain mail WT 2 Bronze helmet WT 0 Potion ( 4)
Sermin ( 8) Nift ( 7) Luffin (11)
Bolt (54)
Spells:
CONFUSE: 3 GLAMOUR: 5 TELEPORT: 7 HEAL: 4 WEAKEN: 2
WALKWATER: 5 SHIELD: 8 RESURRECT: 2 MOTILITY: 3 QUIVER: 3
SHARPEN: 7 BERSERK: 4 WHERRIGAN: 3 BETRAY: 3 IMBECILE:10
RESTSOUL: 4 LIGHTNING: 5
Pran (Full name:Pranararus) Energy = 99 Gold = 710
Race: Taldor M/F: M
Bravery: 3 Strength: 3 Dexterity: 8 Endurance: 5 Agility: 8
Loyalty: 4 Charm: 8 Intelligence: 9 Resistance: 5
Sword: 5/85 Axe:15/50 Archery:45/50 Magic:40/75 Fist: 5/99
Swimming:30/30 Trading:65/65 Stealth:65/50 Research:75/75
Soul Read:45/50 Lockpick:45/50 Tracking: 5/60 Music: 5/10
Carpentry:20/40 Metalsmith: 0/60 Gemcutting: 0/75
Tailor:20/50 Leadership:55/75
Coin ( 0) Pearl ( 5) Alabaster ( 4)
Scimitar WT 0 Hammeraxe WT 0 Chain mail WT 0
Steel helmet WT 0 Potion (12) Sermin ( 5)
Gonshi ( 8) Nift (10) Turpin ( 6)
Otala ( 3) Aster ( 2) Loka ( 4)
Medicin ( 7) Berat ( 3) Dunha ( 4)
Bolt (31) Entus ( 1)
Spells:
CONFUSE: 5 SHATTER: 8 GLAMOUR:11 LOCATE: 2 FIREBALL: 5
TELEPORT: 6 HEAL:12 WEAKEN:14 JUMP: 4 WHIRLWIND:11
ENERGY: 4 SEE: 4 DISAPPEAR: 6 WALKWATER:15 SHIELD:20
RESURRECT:18 MOTILITY: 4 FIRESTORM: 2 HEAL ALL: 3 ALLSHIELD: 6
FIREDEATH: 4 CRUMBLE: 2 CURE: 1 BARGAIN: 5 SHARPEN: 3
WHERRIGAN:11 BETRAY:13 SUMMON: 1 DESTROY: 1 DOUBLE: 1
TIMESTOP: 2 ACIDBALL: 3 IMBECILE: 3 COURAGE: 8 SENSE: 4
RESTSOUL: 5 LIGHTNING: 3
Poral:
--Let's find us some Taldors to slice up!
Maka:
--Some say that the quill is mightier than the axe, but I say a well placed
acidball is better than either!
Layel:
--You have little reason to trust me or my kind, but my most heartfelt wish is
to %qshow%q you that we Taldor are not all mindless, slaughtering barbarians.
--SHOW: If you would let me be the least of your party, I will help you in your
endeavors. Allow me to start the cycle of trust by %qgiving%q you some valuable
information.
--GIVING: Deep in the mountains of Seneret, crafted by the god %qPalelil%q, lie
the %qDelqafi%q Caverns.
--DELQAFI: The Delqafi Caverns are an ancestral home of my people, but almost
all of the Taldor left many ages ago. The caverns are guarded by a magic
%qgate%q, but I do not know the word to open it.
--GATE: There is another like me; one who regrets the ways of our people. He is
older and wiser than I and might know the word to open the caverns. I believe
he resides somewhere near the caverns.
--PALELIL: Palelil, so we believe, breathed life into the Taldor. Because of
Palelil's fear and hatred of Rohrkhad, the Taldor race unthinkingly strived for
the destruction of all the dwarven peoples.
--[after joining:] Thank you for your trust. You shall not be disappointed.
Pran:
--What do you seek, my children?
--I see that you have accepted the fact that we Taldor can be civilized. Would
you have me on your mission as well?
--WORD: I am not inclined to tell you that right now. On the other hand, if I
were in your party...
--[IN BAR]: Urp... well, I probably shouldn't be telling you this, but, you know
those little cavern things I was talking about, the Delqafi ones? Well, the word
to get in is 'Frazintot'! Shoot! I wasn't supposed to tell anyone. Bartender!
Another ale!
??:
--Before we adventure further, we should stop to praise %qZiphanu%q, god of the
air!
--His domain is all that is above the earth, may he grant us victory in battle!
He has granted me the knowledge of the teleportal combination to return to my
homeland, %qDormani%q.
--Use a Berat tile, followed by an Aster and a Henta to travel to Dormani with
the speed of the winds of Ziphanu!
--Many are the wonders of Western Tarq, and I'll tell you a %qquick%q way to
reach them.
--Find a teleportal chamber, use a Berat tile, an Aster tile and another Berat
tile, and you'll soon find yourself on the other side of the world!
--Look, little man, I'll have nothing to do with those with whom I am not well
acquainted!
--I commend your fighting skills in reaching the top of this vermin infested
tower. Might I lend my fighting prowess to your party? I know quite a bit of
%qgeography%q that might be of use to you.
--There are other lands besides our continent of Tarq. Once I found myself on a
mysterious %qisland%q.
--The natives named it Tanala. I accidentally teleported myself there by using a
Berat tile, an Otala tile and an Aster tile.
--The caverns are on the Tlengleian island of Balat, near the northern coast.
Tara:
--My princess, Talya, was captured some time ago by a horrible horde of four-
armed insect things! Maybe we should try to find her.
Entor:
--Choose your battles wisely, %h. And be sure to equip your party well with
spells.
Enric:
--Allow me to add my mighty axe to your party!
Halan:
--That silly Princess Talya got captured by some insect things. I'm sure the
Amazon wenches would appreciate her rescue, but my tribe is perfectly happy to
let her rot in captivity.
Maxon: (Kafari tavern)
--You know, %h, every party of adventurers needs a %qquality%q wizard. Do you
know how you can tell a good wizard from a bad one?
--QUALITY: I really shouldn't impart this information, but I like you. All the
best wizards have names starting with the letter 'M', and there's no substitute
for a good M wizard. Most of us know some %qteleportal%q combinations, too.
--TELEPORTAL: To get back to Asarene, use a Berat tile, followed by two Dunha
tiles.
Ranak:
--Perhaps we can find a new dwarven tribe to protect us from the depredations of
wild beasts.
Kenit:
--Look out for wild Tlatol; degenerate cousins of the proud Tlengle race. They
live in cliff dwellings like we do, with ropes to ascend from level to level.
That reminds me, what do you call a tlatol with no %qarms%q?
--ARMS: A shut-in! Get it? No arms, can't climb down cliffs, ha ha ha!
Endel:
--Before we embark on our quest, let us offer thanks to Tito, Protector of the
Weak, for prosperity in battle!
Volni(Haraza tavern):
--I don't believe in specialization, the best warrior is one who has many
talents, like me! Test me, %h, I would like to join your quest.
Pakrr:(Phoroshe tavern) [note short name is not first name]
--Don't be afraid of me, your mother wasn't! But seriously, can I join your
party? I'm looking for a good day %qjob%q.
--JOB: Chopping monsters, of course. Let me tell you, those %qTlatol%q can be a
real pain. Why, just the other day one tried to kidnap my wife. I said, 'Take
my wife, please, and I'll give you eight gold pieces to let me watch.'
--TLATOL: Nasty creatures. You might confuse them with us, but the Tlatol lack
our beautiful red scales. Back %qhome%q, we capture them and let the young 'uns
practice their stand-up routines on them.
--HOME: I come from the far island of Balat. There are also Tlengle on the
island of Noromi. The only known mode of %qtransport%q to these islands is to
use a teleportal.
--TRANSPORT: To get to Balat, use an Aster tile, a Berat tile and another Aster
tile. A Henta tile, an Otala tile and a Dunha tile will take you to Noromi.
A table is below for side by side comparisons of same-race people:
A=amazon, D=dwarf, T=Tlengle, L=taldor, W=wizard, H=human.
Raran |H|M| 6| 6| 7| 5| 7| 4| 4| 6| 5||45|30|45|35|15|35|20|35|15|25|15|30|15|
Halan |H|M| 6| 7| 5| 7| 3| 3| 4| 5| 6||36|10|36|25|16|26|20|31|16|20|10|20|10|
Gruth |H|M| 7| 7| 7| 6| 6| 8| 6| 5| 6||45| 5|40|35|15|40|25|45|15|50|35|60|35|
Danat |D|M|12| 7| 6| 6| 5|10| 5| 8| 5||99|45|99|40|99|99|99|99|99|35|40|99|99|
Enric |D|M| 9| 9| 6| 6| 4| 6| 2| 3| 5|| 0|65|20| 0|25|15|25|30| 0|15|30|10|10|
Volni |D|F| 4| 7| 5| 5| 5| 7| 7| 7| 6|| 0|45|20|40|10| 5|40|25|25|40| 5|25|15|
Poral |D|M| 5| 6| 5| 7| 6| 4| 3| 3| 5|| 0|39| 1| 0|18| 5|10|17| 1|10|31|10|10|
Entor |D|M| 4| 5| 5| 4| 3| 4| 5| 6| 6|| 0|25|10|40|10| 5|30|25|30|35|15| 0| 0|
Ranak |D|M| 4| 3| 5| 4| 5| 5| 5| 6| 4|| 0|20|10|45| 5|10|25|25|20|35| 0|15|15|
Maka |D|F| 6| 5| 5| 5| 5| 4| 4| 5| 6|| 1|30|10| 0|15|10|20|25| 1|15|30|20| 5|
Talya |A|F| 8| 8| 6| 6| 6| 5| 4| 6| 5||40| 5|40|35|15|20|25|35|10|30|15|30|40|
Tara |A|F| 6| 6| 4| 4| 3| 3| 5| 3| 5||25|25|25| 0|15|20|15|25| 0|10|10| 0|10|
Endel |A|F| 6| 5| 5| 4| 4| 2| 4| 5| 4||25|10|25|20|15|20|20|25| 5|15| 5|20| 5|
Tula |A|F| 8| 8| 7| 7| 6| 7| 7| 4| 7||60|10|15| 0|50|45|10|55| 0|35|40|55|20|
Pakrr |T|M| 8| 8| 6| 7| 3| 3| 2| 3| 6||50|15|35| 0|45|70| 5|15| 0|20|10|40| 0|
Kenit |T|F| 6| 6| 6| 5| 4| 3| 2| 2| 4||40|10|30| 0|40|40| 0|15| 0|15|10|35| 0|
Rif |T|M| 9| 8| 6| 7| 5| 4| 2| 4| 6||65|10|45| 0|40|70|20|10| 0|15| 5|55| 0|
Layel |L|F| 7| 9| 7| 6| 4| 7| 3| 8| 6||40| 5|45| 0|10|25| 5|20|10|10|20|10|40|
Pran |L|M| 3| 3| 8| 5| 8| 4| 8| 9| 5|| 5|15|45|40| 5|30|65|65|75|45|45| 5| 5|
Maxon |W|M| 4| 4| 7| 5| 4| 8| 4| 9| 4||10| 0|10|50| 5|15|20|20|35|35| 0| 0| 0|
Mory |W|M| 5| 4| 7| 6| 7| 7| 5| 8| 5||10| 0|10|75| 5|30|30|40|65|45| 0| 5|15|
4. METRICS
5. LISTS
5-1. SPELLS
5-2. MUSHROOMS
Sermins (53, 106) in Shatlam
Mirgets (91, 209) in Hataan
Nifts (42, 208) in Pasenta
Luffins (138, 109) in Toren
Loka (63, 91) in S Balat
Mirgets (229, 133) in Tanala
Gonshi (28, 58) in Noromi
Gonshi (101, 164) in Seneret
Nifts (175, 150) in Kalased
Loka (134, 211) in Unamar
Sermins (188, 211) in Dormani
5-3. TELEPORTALS
Teleportals require five shapes: Aster, Berat, Dunha, Henta and Otala.
Teleportal houses at:
(39, 125) in Shatlam
(116, 223) in Unamar
(99, 43) in N Balat
(46, 36) in Noromi
(230, 122) in Tanala
(150, 160) in Kalased
-> Otala Dunha Dunha to 120, 54. [Haraza loremaster]
-> Aster Berat Otala to 75,212. [Haraza loremaster]
-> Berat Aster Berat to 33,175. [praise Ziphanu]
-> Berat Berat Dunha to 99,136. [Tulara loremaster]
-> Aster Henta Dunha to 139,125. [Tulara loremaster]
-> Otala Dunha Aster to 135,219. [Noriin loremaster]
-> Berat Aster Henta to 185,214. [praise Ziphanu]
-> Henta Aster Otala to 155,144. [Noriin loremaster]
-> Berat Dunha Dunha to 212,178. [Maxon in Kafari]
-> Aster Berat Aster to 100, 29. [Pakkr in Phoroshe]
-> Otala Dunha Henta to 85, 69. [from Rifnrnra, camp]
-> Berat Otala Aster to 225,114. [from Gruth, camp]
-> Henta Otala Dunha to 35, 44. [Pakkr in Phoroshe]
-> Dunha Aster Henta to 130,183. [from Moryantak, camp]
5-4. MONSTERS
Monster |HP |SH| AC|MP| Spells
----------+---+--+---+--+--------------------------------
Taldor| 50| 0| 5| 0|
Taldormage| 55|25| 5|50| Shatter Heal
Hightaldor| 60| 5| 10| 0|
Pennari| 45| 0| 2|40| Fear
Yeti|501|40| 40| 0|
Bazard|420| 0| 45| 0|
Dwarf Rot| 99|34| 18| 0|
Taldor Rot|110|43| 24| 0|
Bundorf|150|45| 0| 0|
Tlatol| 32| 0| 7| 0|
Dimelf| 54| 0| 8| 0|
Zappo|170|20| 0|65| Lightning
Firelord|750|70| 50|85| Firestorm See All Fireball
Windhir|750|75| 50|95| Whirlwind Disappear Deplete
Lhakat|545| 0| 60| 0|
Skeletier|233|60| 22|75| Shatter Freeze See All
Sky Shark| 90| 0| 12| 0|
Burrower| 85| 0| 15| 0|
Kriktisk| 80| 0| 12| 0|
Keeper|980|99|100|99| Revive See All Imbecile
Sheemrim|356|80| 45| 0|
Torjin|192|40| 20| 0|
Thamalque| 60| 0| 5| 0|
Mudman| 80| 0| 22| 0|
Garlog| 84| 0| 10| 0|
Trimmick|200| 0| 35| 0|
Horad| 75| 0| 0| 0|
Deathbeast|444|50| 50|70| Deplete Shatter Drain
Quem|199|30| 10|40| Sharpen
Dokari|680|99| 60|70| Freeze Fear
Felfrin| 50| 0| 0| 0|
Epherus| 80| 0| 16| 0|
Killgrill|261| 0| 16|70| Lightning
Wobrin|235| 0| 9| 0|
Dire Wolf|156| 0| 6| 0|
Quethrop|277| 0| 11| 0|
Almir|289| 0| 35| 0|
Necromant|732|99| 40|99| Imbecile Firestorm See All
Ghost|151|60| 30|60| Disappear Whirlwind Fear
Wherrigan|150|90| 25|80| Firestorm Firestorm Fireball
5-5. DUNGEON WORDS
Dungeon | Word to open | Location | What's there
----------+--------------+----------------+--------------
Anforn | Nakritos |112, 10 N Balat |Quill, Scepter, Ziphanu
Delqafi | Frazintot |110,180 Seneret |??
Entemar | Togarnak |225, 19 Ilakasek|??
Kireini | Palatigo | 44,186 Pasenta |??
Naluun | Bastirand |231,109 Tanala |??
Pradaqa | Vuntista |157,138 Kalased |??
5-6. GODS AND STUFF
Locations are outside unless marked otherwise
God name |Demesne |Word |Where? | Temple
-----------+----------+---------+------------+-----------------------
Rohrkhad |Creation |Garthume |Caverns 1 |57,27 Sartuma 37,29 Hikar
Zlntrlkopfr|Tlengle |Rkdldn |Anforn 3 |27,73 Noriin
Palelil |Taldor |Pel |Dark Temple |74,151
Hantaknor |Fire |Ortakon |Tarq 31,176 |63,229
Dablak |Earth |Plistical|Delqafi |189,152
Ziphanu |Air |Furbimbor|Air Temple 3|217,87 14,72 Kafari
Melmalan |Water |Horoopa |Sea Temple 3|109,131 65,19 Phoroshe
Tito |protection|Opesai |High Temple |91,144 66,177
for the weak
5-7. SACRED GROVES
Groves act as strongholds did in MC2/MC3. Just stay there and rest a bunch.
There's one in every sector.
Shatlam (48, 142)
Hataan (80, 233)
Pasenta (16, 172)
Amqal (100, 128)
Toren (119, 97)
Unamar (135, 227)
Dormani (179, 226)
Kalased (146, 140)
Asarene (208, 192)
N Balat (95, 12)
S Balat (75, 74)
Tanala (207, 123)
Noromi (55, 36)
Ilakasek (232, 21)
Seneret (145, 174)
5-8. CAMPS
Your cavern (199, 179) Asarene
PC's
Moryantak (46, 104) Shatlam
Gruth (30, 200) Pasenta
Tula (67, 222) Hataan
Pran (133, 207) Unamar
Rifnrnra (111, 35) N Balat
NPC's
Bucky (108, 108) Toren
Denatrius (130, 102) Toren
Grovel (110, 155) Amqal
Mantar (199, 181) Asarene
Mikalat (46, 104) Shatlam
Training
Swimming $75 (120, 59) S Balat
Tracking $125 (59, 230) Hataan
Magic $225 (83, 167) Pasenta
Lockpick $175 (109, 99) Toren
Trading $?? (219, 174) Asarene
5-9. TOWNS AND MAJOR TEMPLES
Sartuma (62, 109) Shatlam
Rulaan (167, 76) Pasenta
Galaq (86, 148) Amqal
Hikar (146, 122) Toren
Tulara (154, 208) Unamar
Kafari (194, 204) Dormani
Haraza (194, 157) Kalased
Phoroshe (143, 159) Kalased
Marat (90, 44) N Balat
Noriin (40, 34) Noromi
High Temple (56, 115) Shatlam
Air Temple (71, 204) Hataan
Dark Temple (155,109) Toren
Sea Temple (197, 223) Dormani
Cavern/start (199, 179) Asarene
5-10. LOREMASTER'S STUFF
There are several loremasters who take the place of libraries in MC2 and MC3.
They don't have as much information as in MC2 and MC3, but with fewer wizards
around, they'll give good information about teleportals and so forth.
*********************
* HARAZA LOREMASTER *
*********************
***************
* TELEPORTALS *
***************
--Should you wish to teleport yourself to the land of Hataan, the
southwesternmost land on Tarq, use an Aster tile, a Berat tile and an Otala
tile. If Shatlam in the northwest is your destination, use an Otala tile,
followed by two Dunha tiles.
**************
* KHAMALKHAD *
**************
--When the earth was young and the gods of Power and Element roamed over the
mountains, rivers and valleys, Rohrkhad, in His Vision, saw that a hardy race of
mortals would thrive in such a place.
--From his palace on Ilakasek, he took up a multitude of stones, both precious
and rugged, and formed of them the first dwarf. To this dwarf he gave the
Blessed weapon, Khamalkhad - Bane of Dwarven Enemies.
--It was forged of the substance known as Bloodstone, unbreakable and
unmarrable. When the Great Separation occurred and Ilakasek was removed from
Dwarven Lands,
--Khamalkhad was taken from the Dwarves and removed to the great Castle Entemar,
on Ilakasek. It has been spoken by Rohrkhad himself that the mighty axe shall
not return among mortals until one can seek out and find elusive Ilakasek
Island.
--Having done so, the word 'Togarnak' must be spoken and the doors of Entemar
shall part, allowing entrance into that mighty structure.
--He who returns the axe to civilization shall be blessed, and all his
descendants shall prosper.
*********************
* NORIIN LOREMASTER *
*********************
***************
* TELEPORTALS *
***************
--We record this information should you wish to visit the dwarven lands. The
large northern tribe, the Tamar, and their cities of Haraza and Phoroshe are in
the region known as Kalased. To reach this via teleportal, use the following
tiles: Henta, Aster, Otala.
--The southern tribe, the Morin, live in the polities known as Tulara and
Kafari. Tulara resides in the marshy region called Unamar. To reach this
southern section of Tarq, an Otala tile, a Dunha tile and an Aster tile must be
used in that sequence.
***********
* HISTORY *
***********
--As Tarq was formed, Zlntrlkopfr, the Lizard God, saw that he was without
representation among the races of the land.
He created the Tlengle, in his own image and gave to them the islands of Balat
and Noromi to dwell upon.
--The mighty sword of Zlmnrdra he forged and gave to the Tlengle, that they
could righteously defend themselves against the denizens of the wild.
--Great skill in tailoring and weaving he also gave his children, that they
might celebrate their existence with bright and festive garb.
--Great lovers of lore, poetry and humor they were, despite their large,
fearsome appearence. They dwelt on the cliffs of their islands, delving into the
face of the rock to create their habitat.
--Lacking a good source of wood, the Tlengle became ingenious at using plants
and fibers to substitute in its place.
*********************
* TULARA LOREMASTER *
*********************
***************
* TELEPORTALS *
***************
--The north central part of Tarq comprises two regions: the great snowfields of
Toren and the region of high mountains and swift streams known as Amqal. To
reach Toren by teleportal, use an Aster tile, a Henta tile and a Dunha tile.
--The combination of two Berat tiles, then a Dunha tile will swiftly transport
you to Amqal.
**********
* TALDOR *
**********
--When Rohrkhad created the Dwarves, his misshapen brother, the foul god
Palelil, in his jealousy and hatred, created the loathesome race of Taldor.
--The Taldor had no thoughts of their own, only the repulsive thoughts of their
maker. When Rohrkhad saw what his brother had done, his rage was like fire from
the heavens, but the deed was done and could not be undone.
--However, that his children, the Dwarves, not be mercilessly slaughtered by the
new, hideous creations, he overpowered Palelil and forced a weakness upon the
Taldor.
--When Palelil was at his mercy, Rohrkhad decreed that the Taldor shall have a
weakness for alcohol and that their tongues shall loosen greatly when drunk,
revealing all manner of secrets, should the Dwarves be crafty enough to wrest
them out of the drunken miscreants.
*********
* DEATH *
*********
--As has been told elsewhere, Rohrkhad created the dwarves from stone. The first
dwarf he called Dahlkhad, or son of the gods, and he was radiantly proud of his
creation.
--But Dahlkhad was mortal and although long-lived, his end finally came. So
great was the grief of Rohrkhad at his son's passing that he cried great tears
of alabaster that fell all about Tarq and ran into the ocean, creating beautiful
beds of pearls. The craftsman Amarant succored some of the alabaster tears and
created of them an exquisite and elaborate death mask.
--The mask he named Throshikhad, or 'Death Face of the God'. At this offering,
Rohrkhad's grief was assuaged and he took the mask, placing it upon the visage
of Dahlkhad and laying his to rest deep within the earth.
6. PARTY FUNCTIONS: SPLITTING, ETC.
7. STARTING OUT
There shouldn't be much problem with the initial ambush. Just be sure to have
everyone's items ready before they move. Many of them are prepped with nifts, so
the taldors shouldn't be able to hit them anyway. Make sure that you also have a
balance in your party formationyour fighters kitty corner frin each other, for
instance. The people you start out with aren't really critical. There are better
ones out there, and you don't have to endure too many fights to exchange for
them.
On winning the first fight, Mantar's hut is directly south.
8. FRIENDLY LOCATION DETAIL
Friendly may be a relative term here, but I mean...places where you won't get
attacked.
8-1. TOWNS
**********************
* HARAZA X=194 Y=157 *
**********************
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SIGNS
(8-9, 17) 'Maluan's Supply Shop'
(23-4, 40) 'Haraza Axe and Sword'
(53-4, 54) 'Pints o' Plenty'
(6-7, 9) 'Haraza Fittery'
(64-5, 7) 'Smith instruction' ($175)
(42-3, 37) 'Riverside Inn' ($?? per day)
(9-10, 51) 'Lunak - Armorer'
(33-4, 55) 'The Gem Quarter - sales right, cutting and polishing left'
(13-4, 64) 'Loremaster'
(45-6, 73) 'Haraza Swordplay Academy' ($??)
(30-1, 18) 'Smithy - Employment Available'
Men (32,41) (51,60) (52,56) (17, 6) (40,21)
--Curse those Taldor swine! They ravage the land and threaten our children!
--The Taldor come from Tower Pradaqa which lies to the northwest.
--Asarene is relatively free of Taldor, thanks to the raiding between clan Morin
and ourselves.
--Someday we will end this warring between clans!
--I once saw a dwarf charge into battle with his axe and get peppered with bolts
from Dimelf crossbows. Be careful of them; they are good shots.
--The wilds are not a safe place to sleep. Unless you are in a Sacred Grove,
beasts might tear you limb from limb as you rest.
Women (29,23) (43, 9) (49,39) ( 6,59)
--Someday we will end this warring between clans!
--If it's information you seek, the loremaster possesses a bounty of knowledge.
He even knows about 'teleportals'.
--If it is aid you seek, speak with our chief, Torongo. He is always happy to
provide assistance to those who have lost their way.
--TORONGO: He lives in the guarded pyramid on the western side of town.
--LOREMASTER: He lives in the southwestern part of town.
--I'm tired of the fighting between us and the Morin. I wish someone would put
an end to it!
--Beware the Tlatol! They are savage lizards!
--I am told that the Eastern regions of Tarq are much more civilized than the
western reaches.
--TARQ: Tarq is the name of this great land.
--MORIN: The Morin are barbaric and uncivilized! Take great care when dealing
with them.
Kids (20,73) (71,57) (72,15) (10,35)
--Someday my axe will be as big as Bucky's!
--Shouldn't you be out killing something?
--BUCKY: Bucky the superdwarf is known and loved by all!
Guards (60,20) (64,20)
--No one passes without the chief's name on his lips.
??
--I tell you this, traveller, and heed me well. The lands to the west are
TREACHEROUS! Powerful and hideous creatures inhabit those lands. Go there only
if you feel brave... or lucky!
INSIDE:
(64,38) Fazil
--Seek ye the treasures of the gods? The holy scarab of %qDablak%q lies not
%qdistant%q from here.
--DABLAK: Dablak is the god of the earth. All which live on or under it should
revere him, lest they invoke his wrath!
--DISTANT: Yes, not far at all! The tower of Pradaqa, to the north and west of
here, is where it is rumored to be.
(61,20) Torongo
--Greetings, adventurers. Since you are in need of aid, I have a proposition for
you. Scattered throughout the land of Tarq and the surrounding islands are many
lost relics.
The evil and hated Morin, weak dwarves living to the south of here, covet
these treasures. But as chief of the greatest tribe in the land, they are
rightfully mine.
Unfortunately, I can spare no troops to secure these treasures, as I must
protect my people against the depradations of the Taldor. With the treasures in
my possession, I will be hailed as the most powerful Dwarf of our time.
Return these %qtreasures%q to me and I shall reward you appropriately.
--TREASURES: There was a magic scarab, a brooch, a mitre, a sceptre, a golden
bowl, an orb, a crown, a whistle, and the magical death mask of Rohrkhad.
(9, 71) Tyal
--If you wish to appease our chief, great Torongo, finding the %qtreasures%q of
the gods will go a long way towards that end.
--TREASURES: Myths say that when Rohrkhad created the dwarves, there was great
rejoicing in the heavens. Rohrkhad loved his children very much, so much that
when the first one died, he cried tears of liquid %qalabaster%q which rained
down from the heavens.
--ALABASTER: Most ran into the oceans surrounding Tarq, forming beautiful beds
of %qpearls%q. But some were caught by the craftsman, Amarant, who formed an
elaborately wrought %qdeath%q mask. He offered his work to Rohrkhad, who was
greatly pleased.
--PEARLS: The finest quality pearls and pieces of alabaster can be dropped into
map flasks, forming a magic map of otherwise uncharted areas.
--DEATH: The Death Mask has unfortunately been lost to dwarven civilization, so
our scholars believe. It is unfortunate that we war with the Morin, for I
believe one of their loremasters has information about the mask. Try researching
'death' when you get there.
(54, 54)?? Tavern
Talm
--I'm only a farmer, %h. I know nothing of buried treasures and faraway lands.
Chief Torongo can surely help you.
Yukris
--I am one of the Tamar clan scouts for the %qAsarene%q area. It is my duty to
to keep tabs on all %qMorin%q and %qTaldor%q activity in Asarene.
--ASARENE: The coastal region between here and Kafari is the contested ground
that the two clans fight over, probably because it has a number of useful
%qlocations%q.
--LOCATIONS: Between here and Kafari, a Morin town, there is a Sacred %qGrove%q
which is of strategic importance to both clans.
--GROVE: The grove lies in a forest, northeast of %qKafari%q.
--KAFARI: The Morin town lies to the south, but I wouldn't go there. They have
very %qlittle%q to offer.
--LITTLE: Actually, their %qaxes%q are slightly better, but we make better
Dwarven %qChain%q and %qhelms%q than they do.
--AXES: I have found that axes do more damage than swords in the same price
range.
--CHAIN: Dwarven Chain is better than normal chain mail. We just make it better
and stronger.
--HELMS: The added protection that a helm provides may be invaluable when things
get really hairy.
--MORIN: The Morin clan lives to the south. They are powerful, but vulgar and
unwashed. My clan will not allow their uncouth ways to destroy our progress!
--TALDOR: The evil and twisted creations of the jealous god, Palelil, these
creatures seek to end the life of every dwarf on Tarq!
Dium
--I'm tired and thirsty and have no time for pretty-faced would-be heroes!
Farming is the answer to our problems. Farming, farming, farming! If everyone
worked the land, they would be less worried about killing each other!
Eria
--Leave me alone, I'm old and %qbitter%q!
--BITTER: Yes... BITTER! Like Duin who comes in here at noon and like the
%qherbs%q that grow wild in this land!
--HERBS: Many are your enemies in this world, %h. Magical herbs can aid in your
struggle against what may seem unbeatable odds!
Juwan
--ALE: At Pints 'o Plenty, we brew our own house lager, or I can offer you a
variety of local Kalasedian ales.
--ADVICE: Watch out for innocent looking doglike %qcreatures%q in surrounding
countryside.
--CREATURES: They are called Pennari, the cruel attack pets of the Taldor. One
howl from their evil jaws will freeze you in your tracks!
Trinjara
--If you seek information, you came to the right person! I'm the queen of
rumors. What would you like to know about: An ancient %qisland%q, a %qBrooch%q,
or the local %qgossip%q?
--ISLAND: To the east of Tarq lies the island Tanala. Although I have never been
there, it is said to be the home of the antmen. Among other %qthings%q there is
said to be a %qtower%q there.
--BROOCH: The Brooch of Aquilla was said to be the prize possession of the now
dead human ranger named Drimmor. The beautiful, jeweled brooch is said to make a
man irresistible to women, and Drimmor was never without an amazon escort.
--GOSSIP: On the lighter side of the news, the increased flow of %qtraffic%q
through the teleportals has improved the economy and stimulated cultural
exchange.
--TRAFFIC: Travellers who are rich enough to buy the necessary %qtiles%q travel
from island to island using the teleportals. It is the only way.
--TILES: I hear that tiles can be bought from the same people that sell spell
totems.
--THINGS: I've heard that there is a mushroom %qpatch%q, a %qshrine%q, a
%qgrove%q, and a %qteleportal%q as well.
--SHRINE: I hear that the shrine to some god lies in the snow, northwest of a
place called 'Mountain Cross'.
--PATCH: They say it is on the southeast tip, by the mountains.
--GROVE: I am told that a safe grove lies in the forest on the southern side of
a large bay.
--TELEPORTAL: I think that I was told that it was south of the tower.
--TOWER: In the center of the island stands the Tower Naluun. It has been
overrun with insect type creatures. I think a priest on some other island, whose
name begins with 'M', knows how to get in.
Barney
--%h, I have %qtravelled%q great distances in search of %qknowledge%q.
--TRAVELLED: My %qtravels%q are beyond the constraints of these shores! I seek
and use teleportals to aid in my journeys. All matters concerning them
%qinterest%q me.
--TRAVELS: If it is a journey you seek, try going to my home village, %qGalaq%q.
It is west of here, beyond %qPhoroshe%q and the mountains, on the shores of a
lake.
--GALAQ: It is the town of men.
--PHOROSHE: It is the Tamar town due east of this place.
--INTEREST: Knowledge of the teleportals and their combinations must be hard
won, and I doubt that you can tell me something I don't already know. Seek
Smorqa in Kafari. She knows who sells the tiles necessary to journey through the
teleportals.
--KNOWLEDGE: Through all my journeys, I have only encountered five different
teleportal tiles; %qAster%q, %qBerat%q, %qOtala%q, %qDunha%q, and %qHenta%q.
--ASTER: This tile has the shape of an arrow carved into it.
--BERAT: This tile has a bear claw shape carved into it.
--OTALA: This tile has the shape of an oval carved into it.
--DUNHA: This tile has the shape of a cone carved into it.
--HENTA: The carved image on this tile resembles a chicken foot.
?? on Barney
Folgra
--Seek balance, %h. It may well be you who decides the fate of Tarq.
Rapan
--I see you carry the famous axe, %qAroten%q! You must be the survivors of the
%qHoprus%q clan that lived beneath the mountains between us and the %qMorin%q
clan.
--AROTEN: Surely you know that the axe you possess is the mighty Aroten! Created
by the great dwarven smith, Arogus, and the long dead wizard, Morg'ten Kara, the
axe was presented to the first chieftain of clan Hoprus when it was formed.
--HOPRUS: Your clan's neutrality in the warring between the %qTamar%q and Morin
clans was a source of great aggravation to both clans. But, now that your clan
has been %qmassacred%q by the Taldor, I guess the point is moot.
--TAMAR: Our great clan is civilized and well advanced. Unlike the Morin, we
cultivate learning and progress. Some day, all of %qTarq%q will be under the
rule of the Tamar clan!
--MORIN: They are powerful, but vulgar and unwashed. My clan will not allow
their uncouth ways to destroy our progress!
--MASSACRED: The destruction of your clan by the %qTaldor%q will serve as a
great warning to both clans that only through unity can the monsters of the west
be turned back.
--TARQ: That is the name of this great land. It must be bad living in a cave all
your life.
--TALDOR: The evil and twisted creations of the jealous god, Palelil, these
creatures seek to end the life of every dwarf on Tarq!
Grep
--There was a time when the loremasters had an impressive collection of stone
%qtablets%q, but now that many have been destroyed by the perpetual raiding of
clan Morin, there are only a few %qtopics%q left intact.
--TABLETS: The Knowledge of past generations is recorded by the loremaster on
stone tablets that are stacked and stored for future generations.
--TELEPORT: One of the few topics left undamaged is a slab on 'teleport'
combinations.
Store owners
Tunal(Fittery)
--Care to try on some %qsnowshoes%q, %h?
--SNOWSHOES: It's nearly impossible to cross the great northern wastes unless
everyone in your party has a good pair of them.
Lunak(Helms)
--Didn't your mother always tell you to wear your %qhat%q before going out?
--HAT: My hats are the finest of helms: bronze, iron and even steel. Perfect for
those cold and dangerous mornings.
Emyar(Gems)
--Do you have someone special at home, %h? A nice diamond is a sure way to your
lover's heart.
Maluan(supplies)
--In case you hadn't noticed, mountains abound on our continent of Tarq. Be sure
to equip your party with sturdy %qropes%q, %h.
--If each person in your party has a good length of rope, those mountains should
present no problem.
T'Kalo(weapons)
--Well, %h, if you ask me, a good sword by your side is equally useful for
slicing up %qTrimmicks%q or %qMorin%q.
--TRIMMICKS: Trimmicks are large, bipedal tree beasts. They seem peaceful, but
they'll crush you with their mighty branches.
--MORIN: That foul tribe of miscreants would just as soon have your heads on
poles as help you in your quest, %h.
***********************
* SARTUMA X=??? Y=??? *
***********************
+------------------------------------------------------------------------|
|.............%%%%%%..%%%%.......................t.........tt............|
|.............%%O%%%%`%O%%%......t........tt.....tt........ttt.......t...|
|.....t.......%%%%%%%F%%%%%......tt.......ttt....tt........tt........tt..|
|.....tt......%%%%%%%%%%%%%......tt.......tt..........t..............tt..|
|.....tt......%%%%%%%%%%%%%...........................tt....%%%%%........|
|.........t...%%%%%%%%%%%%%............##########.....tt....%%%%%........|
|......n..tt..%%%%%%O%%%%%%....t...n...##########...........%%%%%..[]....|
|.........tt..%%%%%%%%%%%......tt......##########...........%%%%%%%%%%%%.|
|..t.............%%%%%%%%......tt......##########.....n.....%%%%O%%%%%%%%|
|..tt..........`.%%%%%%%%..............##########...........%%%%%%%%%%%%%|
|..tt.......tt...%%DDD%%...............XXXXDXXXXX.......tt..%%%%%%%%%%%%%|
|..#####....ttt....;..[].........tt....'[].;..+.........ttt.%%%%%%%%%%%%%|
|..#####....tt....,,,......t.....ttt.......;;;;;;;;.....tt..%%%%%%%%%%%%%|
|..#####..t......,,,;,.....tt....tt...............;.........%%%%%DD%%%%%.|
|..#####..tt.....,;,,,,....tt.....................;............'.;..+....|
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|.ttt.%%%%%%%%%%%%%..,,..,;;;;;:.+;;:.[]..;.....ttt..,;,..%%%%%%%%%%%%%%.|
|.tt..%%%%DDD%%%%%..,,.........;;;;.;;;;;;;.....tt....;...%%%%%%%%%%%%%%.|
|.........;...+....,,...tt............................;...%%%%%%%%%%%%%%.|
|...t.....;;;;;;;;;,....ttt...tt.......tt....tt.....tt;;;;%%%%%%%%%%%%%..|
|...tt..................tt....ttt......ttt...ttt....ttt..;.....%%%%%%....|
|...tt........................tt.......tt....tt.....tt...;.....%%DD%%.'..|
|........................................................;;;;;;;;;.......|
+---------------------------------+...+----------------------------------+
SIGNS
( 3,20) 'Runemaster of Sartuma'
(14,36) 'Carpentry Instruction' ($175)
(46,12) 'Empari's WeaponMart'
(41,21) 'Frederick's of Sartuma'
(33,34) 'Silver Spike Gambling Hall'
(68,15) 'Employment available - Carpenter needed'
(57,27) = Rohrkhad temple
Man (27,27) (24,31) (30,17) (54, 9)
--Dire Wolves attack in large numbers but will retreat if confronted with
superior numbers.
--There are a great many perils in this wilderness. In particular, the Horad, a
vicious white snake, is extremely deadly!
--The snow fields hold death in the form of magical SPIDERS!
--I'm cold and tired; leave me alone.
Woman ( 6,24) (67,24) (45,26) (35, 7)
--Shatlam is a nice place to live. The permanent snow fields keep most of the
more deadly creatures of the land at bay.
--A strange man named Dirk hangs out near the carpenter.
--It is rumored that there is an ancient temple near the mountains, within the
snow fields.
--DIRK: He often sells strange items to passersby.
Kid ( 7, 7) (67,20) (47,28) (18,19)
--Bucky is my hero! He knows everything!
--Shouldn't you be fighting dwarven enemies like Bucky does?
--BUCKY: Bucky even knows that the magical Tlengle sword, Zlmnrdra, rests in an
ancient temple beneath the snow.
Special outside dialogue:
Dirk (68, 16)
--WOOD: You are the one! The one who needs the bent wood! It is as it has been
written. You shall build the ship and sail to the far shore. I have the wood, if
you desire to purchase a bundle.
[buy Bent Wood for $250]
Inside houses:
Anshus 19, 12
--Although there are many gods worshipped in Tarq, only %qRohrkhad%q, Creator of
All, truly deserves attention.
--ROHRKHAD: He created the first dwarves that roamed the earth, back in the days
before factions and tribes formed. Now, we dwarves cannot even unite to face the
%qTaldor%q threat.
--TALDOR: The evil creatures would destroy the whole dwarven race. If Torongo in
Haraza and Rakan in Kafari had any foresight whatsoever, they would stop their
petty wars and concentrate on the real problem at hand.
--RAKAN: He is the chieftain of the Tamar and lives in Haraza.
--TORONGO: The Morin chieftain resides in Kafari.
[Etenak knows this too]
Etenak 65,40
--In my great grandfather's time, before the Tamar and the Morin rose in
%qpower%q, our village's chieftain held a magic %qquill%q, which quill made any
task of transcription half the work it would have been.
--POWER: The quill was lost many years ago, and was last purported to be seen on
one of the northern islands.
--QUILL: It is unfortunate that we of scarcer resources are now second-class
citizens in our own land. If Torongo had his way, we would all be his slaves.
Merchants:
Empari (46,12)
--Though my stock is not as great as that of the Tamar or Morin, I think you'll
find my prices are more than fair, %h.
Frederick:
--You won't get far without a sturdy pair of %qsnowshoes%q, %h.
--SNOWSHOES: With all this snow about, you need them to avoid sinking into a
drift.
**********************
* KAFARI X=194 Y=204 *
**********************
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~..^^^.^^^^^^^^^^DDo..^^^^^.XDX..^^^^^^^^^^^^.........^^^^^^..........;.^^
~..^^^^^^^^^^^^^.......^^^^HXDX.^^^;^^^^^^^^...........................^^^
~~.^^^^^^^^^^^^^.......^^^^.....^^^..^^^^^^.tDDXX......................^^^
~..^^^^^^^^^^^^^^^^^....\.......^^^^^^^^^^.tt.,XX.....................^^^^
~.;.....^^^^^^^^^^^^.....\.......^^^^^^^^^.....XX~........H####.......^^^^
~~.....;.^^^^^^^^^^^..........b..b^^^^^^^......DD..........####........^^^
~..;.....^^^^^^^^^^^^......................................####.F.....;^^^
~~......^^^^^^^^^^^^^......................................#+##.........^^
~~~......^^^^^^^..........###............................~.XXDX.......^^^^
~~~......^^^^^^^^.........#####...........................\..........^^^^^
~~~~.....^^^^^^^..........#####+............n..............\........^^^^^^
~~~~......^^^^^...........#####|........................XX.......n..^^^^^^
~~~~~.......^^^...........X++X#|.......+-------------+..DD~........^^^^^^^
~~~~~~....................XXDXXX.......|tt....s..;.s.|.............^^^^^^^
~~~~~~~;...........n......F...H........|tt.;....;....|.........^^^^^^^^^^^
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~~~~~~~~~~~~~.......................#####+.......;........^^^^^^^........|
~~~~~~~~~~~~........................#####|...............^^^^^^^^........|
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~~~~~~~~~~~~........................#####|..............^^^^^^^^...#####.|
~~~~~~~~~~~.......................H.X++X#|~.....;.......^^^^^^^^.b.#####+|
~~~~~~~~~~~;........................XXDXXX..............^^^^^^^^...#####||
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~~~~~~~~~~~~~~.........................................................F.|
~~~~~~~~~~~~~~.........................................................n.|
~~~~~~~~~~~~~~~+-------------------....+---------------------------------+
SIGNS
(29, 7) 'Snug Cove Inn' ($6/day)
(47,11) 'Crossbow instruction' ($150)
(60,13) 'Raan's Weapon Shop'
(27-8,18) 'Kafari Runemaster'
(55-6,41) 'The Sapphire's Eye'
(26,35) 'Sealskin Emporium'
(17,47) 'Guitar Center. Sale today ONLY'
(60,49) 'Kafari Gemcutting. Help wanted'
(47,61) 'Gemcutting School.'
(37-8,68) 'The Frothy Mug'
(68-9,71) 'Chief's House.'
Man (65,17) (44,16) (67,41) (51,50) (63,71)
--Be sure to have a sturdy rope before you enter the mountains.
--The Tamar are pompous and arrogant! Take caution when dealing with them!
--In the wilderness, seek the Sacred Groves. They offer a safe refuge from the
beasts of the wild.
--Beyond Tulara, our sister city to the west, the lands become very dangerous!
Sinister creatures inhabit those lands. Take great caution travelling there!
--We must be vigilant! The Tamar tribesmen have been raiding our villages more
and more frequently.
Woman (19,20) ( 7,32) (34,49) (11,48)
--The west holds great peril for the unready warrior.
--The Tamar clan is a self righteous group of dwarves that lives to the north.
They perpetually raid the towns of our clan!
--Our chieftain, Rakan, lives in the big house in the southeastern corner of
town, seek him for advice.
--Our land of Dormani is certainly beautiful. Except for the occasional tribal
raid, our land is one of the least volatile in Tarq.
--RAKAN: He is the mighty chieftain of the Morin tribe.
--Go to gemcutting school. Your ability to craft beautiful gems will be greatly
increased.
Kids (18,59) (33,63) (31,34) (52,40)
--You don't look like us. Go away!
--What's wrong with you? Mommy said you're not as good as a Morin.
--I'm learning to shoot a crossbow at the school. One day I'll be able to shoot
Taldors like Bucky does.
--Daddy says that there's an old temple to the south.
--BUCKY: You know, Bucky. The superdwarf.
Guards (66,72) (71,74)
--You must know our chieftain's name to pass.
??
--Be sure to get to the Guitar Center soon. Their sale only lasts three days!
--What's a brave adventurer like you doing in town? Shouldn't you be out killing
monsters?
--Raan sells the finest weapons in Dormani.
--RAAN: He is our town weapon vendor.
??
--Brave adventurers! Did you bring me %qgems%q?
********************
* INSIDE LOCATIONS *
********************
Smorqa (7,25)
--I am the mystic of Kafari. May I help you with something?
--I see great things in your future, %h. The %qactions%q you choose will shape
the history of Tarq.
--ACTIONS: Choose them wisely, %h. The wrong decisions can lead you down a dark
path of destruction. Seek other %qwise%q people in Tarq to aid your journey.
--WISE: Sagely %qindividuals%q who sell the mystical spell %qtotems%q and magic
teleportal %qtiles%q abound in Tarq.
--INDIVIDUALS: Well, there's Manteki in Tulara, Trillax in Phoroshe, Dorein in
Rulaan and the Tlengle Rnjrnet in Marat.
--TOTEMS: The spell totems are an adventurer's greatest aid. They allow you to
tap elemental forces and shape great magical effects.
--TILES: The tiles, Otala, Aster, Dunha, Henta and Berat, when used in the
proper %qcombinations%q, instantly transport you to various places in Tarq.
--COMBINATIONS: Loremasters have much information on teleportal combinations, as
do seasoned adventurers.
Shedara (57,19)
--Horatio sells many fine instruments, but none as fine as one I once saw, in
the hands of a travelling %qminstrel%q.
--MINSTREL: A lyre of gold and platinum he played, and his tongue was as sweet
as a gentle breeze on a hot summer day. People whispered that his great skill
was due to his being %qblind%q, that he could create vision for himself in his
music.
--BLIND: Although I no longer know where the blind minstrel can be found, should
you run across him, ask him to play the Lay of the %qDeath%q Mask.
--DEATH: The song was the most beautiful I ever heard. It told the the tale of
the death of the first dwarf and the beautiful ceremonial death mask he was
given by Rohrkahd.
Pleitan (11,57)
--Far to the west, in the land of Hataan, lies an ancient temple, the %qtemple%q
of Ziphanu, god of the air!
--This temple is a relic of times past, times when the the gods roamed the earth
with their children. In these troubled time, however, we are left to
%qstruggle%q on our own.
--We have lost many brave fighters in our struggles against the Tamar. If you
could retrieve the magic orb %qburied%q in the temple, my chief, Rakan, and our
whole tribe, will be in your debt.
--My family has passed down this information from generation to generation, in
the hopes that one such as you would one day come to our aid. The orb is buried
in the far northeastern room of the temple, between the altar and platform of
swords.
Rakan (68,73)
--Brave warriors! I commend your skills in battle! Come, join me in my feast and
let us talk of things great and small. In the days of yore, the gods gave
treasures to those powerful in mind and body. As the ages past, these treasures
were lost to marauding tribes and monster hordes. Now, many, many lifetimes
later, the treasures are but a memory recorded in the tablets of the
%qloremasters%q. I have no right to ask anything of you, but if you find any of
these %qtreasures%q, please give them to me. In return for your help, I will do
what I can to aid you in your adventures.
--TREASURES: see Torongo's spiel
--LOREMASTER: The Morin Loremaster is located in our sister city of Tulara, to
the west of here. Your adventures will be aided if you journey there and
research the subject 'Taldor'. It might give you an edge in fighting the beasts.
Notama (18,7)
--Mighty Dablak, god of the %qearth%q, smiles upon your adventures.
--EARTH: You have obviously travelled far, but seem both healthy and prosperous.
Seek his chambers deep within the caverns of central Tarq.
(bogus houses at 41,29 and 7,38 in the D.MCV file)
Tavern
Aethu
--Beware of the %qTamar%q, %h. They will beguile you with their fancy words and
make you think that we are the cause of all this fighting! Also, try to have a
representative of every race with you. They all have important things to say.
--TAMAR: The Tamar clan lives to the north and are our main rival. They are
arrogant and think that all the other tribes should bow to their will!
Jackson
--ALE: Which kind of ale do you like, %h? The local inhabitants brew a fine dark
ale - I highly recommend it.
--ADVICE: When you're not enjoying a nice brew, journey to the southeast of our
town. An ancient temple lies in that region. It is reported to be full of half-
alive, or should I say, half-dead, creatures.
Abbora
--When Rohrkhad imprisoned the gods, Ziphanu, the air god, hid in Hataan. Legend
has it that he was entombed in the %qruins%q there.
--RUINS: You should talk to Rolg at the bar in Tulara.
Re
--It doesn't matter what tribe you come from, %h, we all die in the end and then
we go to Rohrkhad's %qcastle%q.
--CASTLE: When the children die, they go to the %qhome%q of their god. If they
have done well, they become guardians of the castle. If they have done poorly,
they work in the ice mines under the castle. Either way, they serve Rohrkhad.
--HOME: The gods banished Rohrkhad after he imprisoned them, so his castle is
empty except for its guardians. No one knows where the castle is for sure, but
some say that a crazy old man up north has been there...
Yond
--There is an ancient dwarven device called a map flask. If you find one, hold
on to it. It can be of great help when you are lost underground, if you have
alabaster!
Emmera
--The rivalry between us and the Tamar clan is so extreme that it may be too
late for even %qKhamalkhad%q to unite the tribes.
--KHAMALKHAD: It is the axe created by Rohrkhad so that Dalkhad could defend the
dwarven race. It is said to be in Rohrkhad's castle, but no one knows where it
is or even if it exists!
Maxon
[dialog in character section]
[you can ask Maxon to join you]
Olga
--I seek my husband, Atun. Have you seen him?
--YES: Thank you. It is good to know that he is safe.
--NO: I'm very worried about him. If you see him, tell him that I love him.
Bolrus
--When you live in this %qarea%q as long as I have, %h, you come to know all its
secrets.
--Dormani has a grove in the tundra forest south of here and an herb patch
between the two forests southwest of here. To the south, along the coast, is the
entrance to a ruin, but before you go you should talk to Torm when he comes in.
Torm
--If you want my advice, stay away from the southern tip of Dormani! There is a
ruin there with hideously powerful monsters. No %qtreasure%q is worth your life.
--TREASURE: The research I have done on the ruin leads me to believe that there
are three treasures of note in the ruin: the %qDeath%q Mask of Rohrkhad,
%qNatal%q, and the %qhide%q of the azure sky shark.
--DEATH: It was made for Rohrkhad, the All father of the dwarves, from his own
tears when the first dwarf died. Shedara knows more about the mask. She lives in
town somewhere.
--NATAL: Natal is a magical axe created by the water god from the bones of a
million dead fish. He made it for the merman, Bloogridpr, who was killed by the
Tlengle Kripipip before he could receive it. It was made to fight fire
creatures.
--HIDE: Sky Sharks are predatory fish that swim through the air. Their hide rots
very quickly, and none have been able to cure it in time. However, one hide was
cured by ancient means now lost to us.
??
Well, if you ask me, %h, nothing is better than our black and tan. Much better
than any beverage they have ever attempted to brew in that worthless town of
Rulaan. Notice that they don't have an alehouse there?
MARAT X=90 Y=44
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SIGNS
( 8, 5) 'Tailoring - apprentice needed'
(33, 20) 'Marat Metalsmith'
( 5, 22) 'Tumbling Dice Casino'
( 9, 40) 'Runemaster'
(22, 39) 'The Gem Center'
(31, 39) 'Krnshpazl's Herbs'
(37, 37) 'Tlengleian Tailoring School'
(38, 53) 'Ilntrakopf - Weaponmonger'
(17, 54) 'Golden Cliffs Tavern'
(2, 70) 'Adventuring Supplies'
(37, 72) 'Cliffside Guesthouse'
Tlengle
(31,72) (18,72) ( 1,73) ( 1,54) ( 9,58) (25,57) (36,57) (34,41) (21,39)
( 7,41) ( 9,22) (23,25) (36,25) (38, 8) (17, 6) ( 4, 9)
--I am tlengle, hear me roar!
--Beware of the ancient dead. This island was once a warring ground for many
races, and some have yet to die!
--So many lives were lost here that the spirits of the dead have even inhabited
trees.
--Northern Balat has the majority of Balat's ancient dead, while Southern Balat
is home to creatures of the earth.
--Beware the behemoth Lhakats. They come from the earth and are very powerful.
It is said that the Lhakat is the servant of the earth god.
--The greatest concentration of ancient dead is in the buried ruins of an
ancient catacomb. It is located in the north eastern portion of the island.
Tavern.
Arnrykl(bartender)
--ALE: Well, %h, I'd suggest a Cliffside Stout, if you like a heady brew.
--ADVICE: What do you think of our little community? Don't drink too much or
you're likely to fall off the %qcliff%q. Of course, if you were married to my
wife, you might fall off the cliff anyway.
--CLIFF: Our unique living mode keeps us relatively safe from the depradations
of %qmonsters%q, since most of the monsters found in the countryside around
Marat lack the intelligence to be able to climb a rope.
--MONSTERS: Do you know why a ghost can't climb a rope? No hands! Ha, ha, oh,
I'm killing myself.
Ilkdrf
--Don't ask me, I just drink here! I'm sure Erthrs, our tour guide, could help
you with what you need.
Dfsarg
--You will find, %h, that the people of Marat are well educated and are more
than willing to help in whatever way they can. Hopefully, you will be able to
end the squabbling between the dwarf clans.
Erthrs
--Welcome, %h, to the island Balat, where the %qdead%q walk the %qland%q!
--DEAD: Long Ago there was a great massacre in the ruins of %qAnforn%q. Ever
since, the dead have trotted about, half naked, terrorizing the women and
cattle.
--ANFORN: Anforn lies in the tundra to the northeast. The massacre there was so
great that, it is said, the gods closed the doors to their houses and refused to
accept the dead. That is why these %qlost%q warriors reside in Balat and Anforn.
--LOST: They have been spurned by their gods and have been denied their rightful
and honorable deaths. Let's just say they aren't too happy, and they tend to
take it out on anything they encounter.
--LAND: Despite the walking graveyard that it appears to be, Balat can be a
pretty interesting place! You should %qtravel%q around, see the %qsights%q, and
meet the %qpeople%q.
--TRAVEL: What better way to travel than by teleportal. There's one to the east.
--SIGHTS: Like our two groves. One is in the forest to the north, and the other
is south, in a forest west of a little patch of hills. Maybe even visit the only
patch of diatomaceous earth in all of Tarq. It's on an island off the southern
tip.
--PEOPLE: Well, there's Rif, who lives across the mountains in the northern part
of the forest to the east of here, and there's the Swimmer. To get to him, go
east until you hit the coast and then go south. But hey, we have an amazing
night life!
El Prdrfr
--The Apparations of Anforn guard two powerful magic %qitems%q! It may be the
magic which draws them there!
--ITEMS: Both the Scriber's %qQuill%q and the %qSceptre%q of the High King lie
within the ruins of Anforn. All who have tried to acquire the treasures in the
past have never returned...
--QUILL: The Quill belonged to a human monk who learned that the feather of a
bird could be dipped in dye and used to write on cloth. Unfortunately, the art
of creating the dye is lost to us. The magic of the Quill is that it always has
dye.
--SCEPTRE: Balat was once the seat of power for the humans. It is hinted that
the High King lived in what is now Anforn. At some point, the humans ceased to
exist on this island. That's why it is believed that the Sceptre is in Anforn.
Stores.
Krnshpazl
--For what have you come to my store, %h? More herbs and mushrooms? Be careful,
my young friend. Put not your faith in potions and concoctions. True power comes
from within.
Ilntrakopf
--What do you think this is, a weapon shop? Oh, wait a second, it is a weapon
shop. Sorry, I thought I was my dead twin brother, Morty the Meatslicer. I do
have some weapons for you to buy.
Prntokld
--Pretty, pretty gems. I must have them. You must sell me all of your gems right
away! They must be mine! Give them to me!
Tenglog
--If you have any shovels, %h, I'll gladly %qbuy%q them. Not that I need any
shovels, but wood is very hard to come by in these parts, so the handle is
valuable.
--BUY: Of course, I can't sell you any shovels, but I do offer picks and ropes.
Our ropes are the best in Tarq. With some of the fat lizards we get around here,
they have to be to support their weight on the cliffs.
Inside locations.
Ytyrph (11,55)
--Heed my warning: stay away from Rnjrnt! That dabbler in the occult will be the
end of us all with his totems and tiles!
Frfrfr (22,21)
--How much %qwood%q would a woodchuck chuck if a woodchuck could chuck wood?
--WOOD: None. Because he'd live in Marat where there isn't any wood! It's hard
to explain, %h, but there is just a lack of usable wood on this island, so we
make due mostly without it. The little that we scavenge we use for our cliff
%qladders%q.
--LADDERS: Aren't they nice? It's much easier, I think, to scale a cliff using a
ladder than to have to rough up your scales, excuse me, hands, on a nasty rope.
Imlgndro (28,22)
--You're asking me for advice? You've got to be kidding! I worship a giant red
%qlizard%q and you'd ask me for advice?
--LIZARD: You better believe it, my friend. Zlntrlkopfr gave life to the
Tlengle, and he taught us how to make such cool clothes. And now that knowledge
can even be %qpassed%q to you, %h.
--PASSED: That's right! For just a few coins a day, you, too, can learn how to
sew like a lizard. Just head on over to our lovely tailoring school and they'll
set you up!
Rnjrnet (37, 5)
--If you will be journeying north to the ancient caves of Anforn, take along one
of the spell %qtotems%q that I sell.
--TOTEMS: I sell both the Gimlai and the Demmock totems. Either is an excellent
tool for adventuring. [2220 for Gimlai, 2820 for Demmock for 5 charisma]
--NALUUN: Ah, the tower on the island of Tanala. Yes, I do know what the word is
to open that dungeon. It's 'Bastirand', after the famous explorer of the island.
* PHOROSHE X=143 Y=159 *
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SIGNS
(32-3, 13) 'Phoroshe carpenter'
(61-2, 8) 'Falk's natural medicine'
(67-8, 34) 'Supply shop - Aalinta proprietess'
(63-4, 47) 'Gold Coin gambling hall'
(41-2, 56) 'Tuonial's music shop'
(63-4, 58) 'The Rusty Nail Tavern'
(70-1, 70) 'Rohrkhad's Beard'
(53-4, 67) 'Weapon Depot'
(37-8, 70) 'Phoroshe Axe School' ($150)
(47-8, 18) 'Academy of Research' ($150)
Men (20, 5) (32,25) (45,59) (46,36) (52,56)
--Were it not for our skirmishes with the Morin clan, we could concentrate on
clearing the land of foul beasts!
--Someday the plains of Kalased will be free of the Taldor scourge!
--The only thing that keeps the Taldor in Kalased is their tower northeast of
here.
--The lands to the west and the lands of clan Morin, to the south, should be
entered with great caution.
Women (17,53) (53, 8) (25,66) (29,33)
--Some Taldor can cast magic.
--The Taldor are allied with Dimelves and the Tlatol.
--Beware the Taldor's pets, the Pennari. Their howl made my husband run from
battle!
Kids (20,73) (53,70) (58,21) (54,46)
--Don't be sad, Bucky will save us!
When Bucky comes to town, he's gonna hack, maim, and kill every Taldor and
Dimelf from here to Haraza and spread their guts out all over the plains! Isn't
Bucky great?
--BUCKY: Bucky is the bestest dwarf in the world!
Inside
Borton (7, 5)
--I fancy myself somewhat of an apothecary. But Falk, the herbalist, rarely has
the %qingredients%q I need to make my special concoctions.
--INGREDIENTS: One in particular, %qLilten%q, is quite difficult to find in
Kalased. An old %qcharlatan%q, Groval, always used to have a good supply, but he
was run out of town several years ago.
--LILTEN: With such an herb, I can make many useful household items; crabweed
killer, berry fermenter, lots of different things. What's more, if you can find
some for me, I will tell you the word needed to enter Pradaqa Tower.
--CHARLATAN: He used to invite all the young dwarves over to his house to play.
The townspeople, although lacking proof of any funny business, could no longer
tolerate his behavior. He was run out of town and was last seen heading west
towards Amqal.
--[give Lilten]: Ah, Lilten! I can already taste the grooberry wine! Now, if you
really want to find some good treasure, the tower of Pradaqa, northeast of here,
holds many fine items. To open the gate, utter the word 'Vuntista'.
--[give anything else]: No, I told you I need lilten.
Karana (43, 9)
--My father, a great adventurer in his time, told me a wonderful tale once. He
was on an island full of big, red lizards who told really corny jokes. The
lizards showed him a %qdungeon%q at the very northern end of the island.
--DUNGEON: It was called Anthorn or Anforn or something. In this dungeon, he
found a beautifully wrought sceptre. He wanted to return home with it but was
set upon by a horde of nasty undead, so he secured it in a chest in a room on
the third level of the dungeon.
Trillax (47, 9)
--The only true way to defeat the monsters of Tarq is through the use of the
%qarcane%q arts.
--ARCANE: When the world was new, Rohrkhad gave unto his children seven totems
of power, each with a full complement of prestidigitational powers. To his
highest priests, he gave the power to %qreplicate%q these totems for those
deemed worthy.
--REPLICATE: Although the art of replication is long lost, the totems are still
known to exist. I myself have a supply of Ashard and Chalta totems, which I can
sell to you.
Stores
Tuonial
--When faced with great adversity, %h, one of my %qdrums%q is the best answer.
--DRUMS: When you beat it, your party will rally around you and crush your
enemies!
Dryson
--I pride myself on my large selection of weaponry. I've axes, swords, even a
%qcrossbow%q or two.
--CROSSBOW: It's more of a novelty than anything else. Those cowardly Morin use
them quite a bit, however.
Falk
--Take along a good supply of herbs and mushrooms. I sell all types here, and at
bargain prices!
Aalinta
--If you're going into a tower, take along a good supply of %qpicks%q.
--PICKS: You'll need them to open the many chests you'll find.
Tavern.
Sarides
--The plains of Kalased are beautiful except for that %qeyesore%q of a tower to
the northwest!
--EYESORE: I speak of the ancient tower called Pradaqa. For many years, it was
just an elegant ruin from a long forgotten time, but now it is the
%qstronghold%q for the twisted Taldor!
--STRONGHOLD: Yes indeed, they use the tower to store their tools of war and
other necessary supplies. On the top floor they keep the Moon %qScarab%q that
shines from the tower every full moon.
--SCARAB: The Moon Scarab glows brightly every full moon. During that time, it
is said to bring death to the enemies of the possessor. In the hands of a
dwarven chief, it would be very useful.
Grelira
--%qBorton%q, a would-be apothecary, knows the word you need to whisper to bring
down the drawbridge of Pradaqa.
--BORTON: He is currently bitter because his assistant stole his only supply of
some rare herb. I'm sure he would be willing to trade the word for the herb. Go
talk to him. He lives in the northwest corner of town.
Solarra
--It is too bad that the fighting between ourselves and clan Morin is so
intense. It would be nice to exchange %qrumors%q with the women of their clan.
--RUMORS: Rumor has it that a crazy man living to the north, by the ice, says he
can make dwarves float across the ocean, but he says you need a special hammer
that's hidden in Delqafi. Also, I hear that Trillax sells teleportal tiles.
Jalen
--We've got Bazard Ale and Bazard Light, which do you %qprefer%q?
--PREFER: I'm a Light dwarf, myself. I'll tell ya', %h, after a hard day of
killing monsters, nothing satisfies like a Bazard Ale or Bazard Light.
--ADVICE: Watch out for roving bands of %qTaldor%q in and around %qPradaqa%q
Tower.
--TALDOR: Taldor are fierce savages, like misshappen dwarves in appearance, and
yet, in a way, different. The hatred between the two races is almost, but not
quite, legendary.
--PRADAQA: The large, foreboding tower to the northeast of here is rumored to be
full of Taldor, and worse.
--??: If you don't like ale, try our Fermented Unamarian Swamp Juice. Guaranteed
to knock you under the table!
Quohar:
--On the altars of the trapped gods are words which are rumored to free the gods
temporarily. Those who free a god are rewarded. A god can affect the world in
many ways, if he is prepared when summoned.
Prilla:
--There is nothing a man can do that a woman cannot, but I must admit a good
wizard can be invaluable. Not only are their spells useful, they seem to know a
great deal about ancient places.
Phizliphf:
--I'm Tlengle and I'm proud! I have travelled extensively in this area and have
information about its geography, if you're %qinterested%q.
--INTERESTED: I know quite a bit about special places in the regions of
%qKalased%q and %qSenerat%q.
--KALASED: Kalased is mostly a featureless plain: you might say a plain plain,
but there are %qthree%q little-known locations that I can tell you about.
--THREE: There is a protected grove in a forest north of here and west of
Pradaqa; a patch of mystical herbs lies northwest of Haraza at the edge of a
forest; and a shrine of some sort also lies northwest of Haraza but before the
forest.
--SENERAT: In Senerat, there is a grove southeast of Galaq, the Human town, and
west of here, over the mountains. There is also a patch of herbs south of here,
in a forest by the mountains. Do not pick them all, so they can grow back.
Chacet:
--Sometimes my dad tells me stories about a man made of %qwater%q, called
Melmalan, that was turned to ice by %qRohrkhad%q!
--WATER: He was made out of water, and he was strong, and he ruled the seas, and
he was big, and fishpeople prayed to him, and he lived in the ocean.
--ROHRKHAD: One day, Rohrkhad, the god of all the dwarves, got tired of the
other gods messing up his world, so he imprisoned them so that they wouldn't
break his world. He %qtrapped%q the water guy in a block of living ice!
--TRAPPED: The trapped gods trapped Rohrkhad too! They made it so he couldn't
walk on the world. So now he watches from his Throne in the Stars and appears
only in visions.
Korchar:
--I have heard legends of an ancient %qcomplex%q carved under the ground. It is
said that many great %qtreasures%q lie hidden in its bowels.
--COMPLEX: The place is called Delqafi. It is said that it was the ancestral
%qhome%q of the Taldor before the %qBazards%q drove them out. If you go into the
hills, between the mountains that lie southwest of here, you will surely find
it.
Perhaps you can enlist the aid of a renegade Taldor to help you get in. If you
do convince Taldors to join you, take them to a tavern. They love to drink and
when they're drunk, they love to talk.
--BAZARD: Savage and intelligent giant lizards. I've only seen one, and that was
as it ate my raiding party. I barely escaped by diving into a river without my
sealskin on. It would seem that they can't swim.
--TREASURES: There are two great treasures rumored to be sequestered in those
vaults: The %qBowl%q, and the lost Taldor axe of legend, %qMukora%q. By the way,
I talk a great deal so stick wtih me.
--BOWL: The bowl belonged to Gorgo, the fattest dwarf that ever lived. He always
ate from it and took it with him wherever he went. It is said that the %qowner%q
of the bowl will never grow hungry. The Bazards didn't when they ate Gorgo.
--OWNER: The bowl has no owner now, but I understand that a Morin dwarf whose
name begins with 'F' lives in Tulara and collects bowls. He may know something
about it.
--MUKORA: This magic axe was created by Palelil, the Taldor god, so that
Grefrin, the first born of the Taldor race, would %qsmite%q Dalkhad, the first
dwarf.
--SMITE: With unearthly strength and magical fire, Mukora's head was forged from
the metal of a fallen star with a shaft of petrified oak. In the hands of
Grefrin, Palelil commanded that Mukora destroy %qDalkhad%q.
--DALKHAD: Rohrkhad, the god of the dwarves, saw this and created
%qKhamalkhad%q. He gave it to Dalkhad so that he could defend himself in the
coming %qbattle%q.
--KHAMALKHAD: The mightiest axe ever made, the shaft is of %qMethreal%q and the
head is of %qBloodstone%q.
--METHREAL: It is the strongest metal known. No one living has been able to
forge anything with it. A few suits of armor do exist, remnants of a time long
past.
--BLOODSTONE: The hardest stone known to dwarf, it is impossible to mine, and
when encountered, must be dug around. Some say it is the blood of Rohrkhad
himself!
--BATTLE: The battle between Grefrin and Dalkhad was brutal, but in the end,
only Dalkhad stood. This so infuriated Palelil that he struck down Dalkhad and
stole away with Grefrin and Mukora. Only %qlegends%q persist.
--LEGENDS: Taldor legends insist that the possessor of Mukora will RULE ALL
GALAXIES!
Pakkr
[see characters]
[you can INVITE Pakkr]
* RULAAN X=76 Y=167 *
============================================
==........................................==
=.......b..................................=
=...######.............;ttt......tt........=
=..########......tt...f.ttt................=
=..#########...............................=
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=.....+..........tt...~ccccccc~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~.==
=tt...................~ccccccc~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~.==
=......................................................................==.
=========================================================================.
SIGNS
(25, 16) 'Corina's mystical herbs'
( 8, 30) 'Rulaan Rest Stop' ??
( 8, 47) 'Stealth Instruction' ($200)
( 6, 71) 'Tailoring position available'
(37, 60) 'The Dice House' [no, Andrew Dice Clay isn't held captive here.]
(65, 44) 'Just Picks'
( 7, 33) 'Welcome to Rulaan'
Women (14, 6) (34, 8) (36,17) (21,27) (34,33) (45,44)
(28,49) (19,42) (26,51) (67,55) (26,62) (10,60) ( 5,52)
--The women of Rulaan do not tolerate the sexist behavior of men so watch
yourself!
--Perhaps you would feel more at home in the town of Galaq. Wimpy men are common
there.
--There's a big tower to the south; why don't you go there!
Kids (60,48) (16,18) (11,50) (42,65)
--I don't have a daddy, just two mommies.
--I'm very depressed. I think its because I lack a role model. [NO BUCKY!]
--There are cute bunnies to the south.
--Mommy says tattooed men fight better than normal men.
--I've seen a fish that flies.
--Mommy always tells me stories about bats. There are brown bats and green bats.
The green one have spears that make mommy sick!
Guards (64,64) (58,64)
--Our leader's name as a password or be denied entry!
Inside.
Ilaya (7, 9)
--The pigs over in Galaq think that they are such masculine gods. Always talking
about building something or their conquests in war, but not %qall%q of them are
such he-men.
--ALL: One of those real men, Gregor, pretends like he is the typical Garlog
slaying stud, but, in actuality he would rather be home pressing wild
%qflowers%q! Isn't that a riot?
--FLOWERS: I found this precious piece of information on a midnight raid, when I
looked in his window and saw a book entitled 'The Art of Flower Arrangement.' He
probably won't admit it at first; confront him directly and see how he reacts.
Dorein (37, 42)
--Heed my words, adventurer!
--Fire! Brimstone! The world is coming to an end! Hantaknor, God of Fire shall
cause the world to be consumed in %qflame%q!
--FLAME: Seek the %qtemple%q of Hantaknor and repent, lest you be among the
first subject to incendiary doom!
--TEMPLE: His final resting place lies westward in Pasenta, northwest of Hataan.
Be sure to take along %qplenty%q of teleportal tiles and spell totems to fight
off monsters in the wilds.
--PLENTY: I can sell you as many tiles as you need, and I also have a supply of
Chalta, Entus and Fanorl totems.
Katrina(60, 64)
--Hmm, I see some men in this party. I'm not sure I have anything %quseful%q to
say to you.
--We amazons are quite self-sufficient. I don't need your help to get what I
want. We've been fighting for our autonomy from those insensitive pigs over in
%qGalaq%q for years.
--GALAQ: Galaq is the town where all the male oppressors and proto-male hench-
rapists live. If the whole town was wiped out by the plague, I wouldn't grieve
for a second. Then I could retrieve the Silver %qQuarrel%q of Galaq without any
trouble.
--QUARREL: It is something I've always lusted after. If you could get it for me,
I'll tell you something useful, despite the fact that your party isn't composed
of all wymyn.
--[return quarrel:] Well, well, well, you did manage to get the quarrel. A
promise is a promise, so I'll tell you that, if you wish to enter the tower
called Kireini, utter the word 'Palatigo'.
Stores.
Corina
--Sometimes, %h, you may feel at a loss in battle. The answer to your problems
is to have a full pouch of my %qherbs%q.
-HERBS: They have many useful properties, from increased speed and strength in
battle, to curing the poison and illness inflicted upon you by monsters. Our
chieftain, Katrina, shops here. If it's good enough for her, it's good enough
for you.
Cara
--Welcome to 'Just Picks'. I'm Cara. Please, look around.
--PICKS: I sell the best picks at the best prices on Tarq. Feel free to shop
around, but no one can beat my prices. My high volume purchasing holds down my
cost to you, %h, so you get the best deal!
[20 per pick]
--[other]: Sorry, this is 'Just Picks'. I can't help you with anything else.
*TULARA X=154 Y=208 *
+-------+----------.^^^^^^^^^^^^^^^^^^^^^^^^..~~+------------------------+
|b.....s|;...tt...^^^^^^^^^^^^^^^^^..^^^^^^^^.~~.;..tt..b......;..tt...tt|
|..XX...|.b..tt..^^^^^^^^^^^^^^^^^^..^^^^^^^^.~~....tt.....ttt....ttttttt|
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|.,.....|b...........^^^^^^^^^^^^^^^.^^......~~~~..........tt.......tttt.|
|.......+..b....n....^^^^^^^^^^^^^^^.^^;......~~~.tt.....................|
|............tt.......F^^^^^^^^^^^^..........b~~~.tt..tttt......tt....tt.|
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tttb...;....#####+...|^^.s~|....b...............................tt...^^^^^
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tttttt..........F.......~~~~~~........;..b......o....XXDX...........b.tt.+
ttttt..tt....F...........~~~~.b.....................H.......n........s...|
tttttt.tt.............tt.b.~~b............n......................b.......|
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tt..tt.s.b...tttt.........DD....................................DD...#X^^|
tttt.........tttt...n.................................^^.........,..XDX..|
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+.tt...tt........tt......+----------------+.^^.....^^....................|
|.tt..;......tt..tt......|b..;.........;..|+..^^.........................|
+------------------------|......s....b...~|+-----------------------------+
SIGNS
(58, 12) 'DiamondMart'
(18-9, 20) 'Tulara Music School' ($150)
(58, 33) 'Tailoring by Telana'
(41, 27) 'Mystic Herbs'
(11, 41) 'Gambling Hall'
(26, 35) 'Tulara Loremaster'
(42-3, 48) 'Tulara Steak & Ale'
(13-4, 60) 'Lanam - Smith'
(54, 64) 'Helm & Plate Armor Shop'
(69, 72) 'LeDawn's supplies'
Men (16, 5) (67,18) ( 9,21) (55,40) (36,54) (42,67)
--Clan Tamar's raids have made it difficult to keep Unamar free of dangerous
creatures.
--Evil creatures lurk in the swamps to the west. Steer clear of them.
--The Taldor often have Pennari, Dimelves and Tlatol in their company.
Women (51,23) (39, 8) ( 5,45) (69,48) (23,53) (60,66)
--I wish someone would settle the clan feud between the Morin and the Tamar so
the men could spend more time at home!
--It is said that the Dimelves are excellent archers. Some even say they are
mystical.
--My husband once went to the library for information on 'teleportals'.
Kid (20,71) (58,57) (25,46) (62, 8) (30,24)
--Look, see, its my new Bucky decoder ring!
--Daddy says to stay away from strangers but I think you're funny lookin'!
--Shouldn't you be out killing monsters?
--BUCKY: Bucky! Bucky! he's the best! Kills more monsters than the rest!
??
--I've seen a Taldor sneak into town and drink at the tavern. Later, when he was
drunk he talked about a lot of crazy stuff.
Inside
Residences
Forzo (5, 4)
--I'm not sure I like your looks. Whaddaya want?
--BOWL: Hah! You bloodletting slayers of innocent beasts! You're just as bad as
my bowl collecting %quncle%q. Always trying to take advantage of everyone around
you.
--UNCLE: I'm sure you'd like to know just who he is, but I'm not going to tell
you. You are killers of innocent monsters, monsters with families and children.
You so-called adventurers are the real monsters.
--[other]: Murderers! Talk to me no further.
Dilkatek (37, 45)
--Have you met my crazy nephew Forzo? He is always spouting off some idealistic
babble. Ah, to be young again.
--BOWL: Yes, you'd like to know of the golden bowl of the gods. It is buried in
the caverns deep in central Tarq, known as the Delqafi %qcaverns%q.
--CAVERNS: On the lowest level of the caverns, next to a shimmering black lake,
you will see a skull. If my research is correct, the bowl is buried under this
skull.
Manteki (27, 71)
--It is a good idea, %h, to be able to cast many different %qspells%q when you
go adventuring. It is also helpful to know %qshortcuts%q to get from place to
place.
--SPELLS: The Belfon totem has excellent spell capabilities. I can sell one or
more to you, if you wish.
--SHORTCUTS: The loremaster has information on teleportals and combinations you
can use to zap yourself from place to place.
Stores
Poriil
--Take along my herbs when you journey in the wilds. There's nothing like a dose
of %qmirget%q before striking your opponent!
--MIRGET: Mirget, properly administered, will make you attack with the strength
of three!
Politara:
--I'm more of a collector, than a vendor, %h. If you %qfind%q any gems in your
adventures, I will be more than happy to buy them from you.
--FIND: Ancient temples and towers are scattered throughout Tarq and the
surrounding islands. I'll bet they're full of beautiful stones.
LeDawn:
--Don't leave Tulara without a good cache of my %qsupplies%q.
--SUPPLIES: I have rope, for scaling high mountains, shovels, for unearthing
treasure, and picks, for opening pesky, locked chests.
Baratas
--A good suit of armor, %h, is sometimes all that stands between you and the
claws of a hungry Almir.
Tavern
Tory
--Mother has told me stories about how Rohrkhad, the dwarf god, plucked out his
eye and put it in a statue to watch over the the Land of Tarq. When the statue
was broken, the eye was lost in the ocean. The dead eye is called 'Orb' now.
Dagma
--Don't tell me, I know, you want to know about musical %qinstruments%q.
--Of course, everyone knows how instruments work, but did you know that a good
instrument is like magic? What I mean is that the better the skill of a
musician, the better the magical effects.
Frena
--You should settle down, %h. Get yourself a steady source of income, find a
nice little place, and have a few children.
Gronak
--You stand on the threshhold of a very dangerous world, %h! The %qlands%q west
of here are brimming over with creatures of great power. You had best be well
%qprepared%q.
--LANDS: The lands in that direction are far more dangerous than these eastern
lands that we and the %qTamar%q fight over. Journey there only if you have no
regard for your life!
--TAMAR: Those pompous, arrogant dogs have no concern for their fellow dwarf!
They pillage and destroy without provocation! We will not allow our heritage to
be swallowed up by the self-serving Tamar!
--PREPARED: There are many things you should know before going any farther west.
For starters, do you know what this %qtown%q has to offer?
--TOWN: I didn't think so. First, spend some time with the loremaster. He can
tell you about the 'Taldor' and about 'teleportal' combinations. Then find
Manteki. He has a few interesting things to sell.
Webber
--When you're dashing about the countryside, be sure to keep on the look out for
%qBazards%q and other unfriendly beasts.
--Actually, I'm not sure how you could miss them. Giant green lizard-like
monstrosities with rows upon rows of razor sharp teeth.
Enric Palazo
[you can invite Enric to join--see character section]
Temra
--None in this town believes old Temra, but I'll say it once again! I's seen a
man with globes o' clay, set them down then runs away! Monsters step there in
the fray, and they die from the globe of grey!
Vanderweer
--I have just returned from a long tour of the Unamar region. While travelling
through that area, I discovered a %qgrove%q, a %qteleportal%q, a %qpatch%q of
herbs, and the %qcamp%q of a renegade Taldor!
--GROVE: It's in the forest in the middle of the swamp just west of here.
--TELEPORTAL: It's at the northern point of the first forest to the west of the
swamp.
--HERBS: The herbs are just south of the Taldor's %qcamp%q, but don't pick them
all!
--CAMP: The camp of the Taldor is over the mountains to the west, in a forest.
If you need any more information, you should talk to Rolg. He has ventured
farther west than anyone.
Rolg
--I unnerstand ya wanna journey to Hataan at some point. Am I right?
--YES: Well then, there's a lotta %qthings%q ya should know before ya die.
--Things like where da protected %qgrove%q is, where da %qruins%q are, where ya
can find helpful %qherbs%q, and other things ya might %qencounter%q.
--GROVE: Things can get confusin' out there, so listen close. Da grove is in a
valley wit' a river that flows south. It's on da west wall o' that valley, and
da valley is south o' da %qruins%q.
--RUINS: Da ruins are inna field surrounded by forest, east of a %qbridge%q.
Dey're south o' Rulaan, da female barbarian city, and west o' here.
--BRIDGE: Many o' da bridges to da west are guarded by nasties, and ya may hafta
ford da river or go to its source.
--HERBS: Dere's a patch of herbs inna forest, inna valley wit'out a river. I
t'ink it's just east o' da valley wit' da river.
--ENCOUNTER: A few people live out dere but ya definitely don't wanna meet up
wit' 'em inna dark forest! Dere's two camps in a forest to the far west.
Wingro
--Do you know why everyone is angry? I think its because we're fighting with the
Tamar clan all the time! I think, some day, Bucky will come and unite all the
dwarven tribes under one chief!
Thalo
--I'm just a drunk, leave me alone! If you don't, Dablak, the earth god, will
come out of his home in Delqafi and slay you all!!!
* GALAQ X=86 Y=148 *
=========================================================================.
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=.|||..|||...tt..............;.ttt..................b#,#DD###.............
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=.............;..b.....b#,#DD###............;.......#########...........=.
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=..tt...............n.....;...................---tt.....................=.
=...........tt..........................................................=.
=========================================================================.
(63, 17) 'Galaq - town of quality'
(54, 19) 'Help wanted - carpenter position'
(53, 33) 'Garn's Clothing'
(39, 37) 'Tavern on the Brown'
(32, 14) 'Emeralds Etc.'
(30, 32) 'Know Thine Enemy Soulreading School'
Women (18,10) (49, 6) (67, 9) (13,19) (21,32) (35,35) (20,39)
--Stay away from the women of Rulaan. They have yet to learn their place.
--Those Rulaan women are way out of line. If they hadn't moved so far to the
southwest we woulda had to teach 'em a lesson.
--Life's purty peaceful in these here parts if you don't go past the fences.
Men (40,21) (21,14) (10,27) (50,33)
--Beware the two headed wolf.
--If you must leave the village, avoid the air-swimming fish: its jaws are very
powerful.
--Some say that even the trees come alive at night!
Kids (68,35) (39,13) (27,19) (51,22) ( 2,35)
--Welcome to the world of flying fish, dancing trees, and two-headed dogs!
--I wish I could be bigger so I could get my sister back from the women of
Rulaan!
--Stay away from the fence or you will be snatched away by the baby-snatching
women of Rulaan!
Guards (10,38) (14,38)
--You must know our chief, or we will not let you pass. Call to him, if you can.
Old woman(Q.U.) (47,34)
--The key to life, %h, is to get as much out of it with a %qminimum%q of input.
--MINIMUM: I show up for just a few hours a day and pretend to work, but it's
all just for show. If I didn't get a free lunch, I wouldn't even bother to show
up.
--[<10 charisma]:Why are you bothering me?
Tavern.
Migdalia
--I have been to Rulaan, the all female town southwest of here. Let me tell you,
what I found out while I was there is probably the most important collection of
%qfacts%q you will ever hear!
--FACTS: Yes, facts! From the women of the town I obtained vital information on
secret %qlocations%q, hidden %qplaces%q, and a veritable plethora of %qrumors%q!
--LOCATIONS: While I was there, they told me about a protected grove in a forest
west of the town by the ocean, %qtwo%q camps, a %qshrine%q, an herb %qpatch%q, a
%qtower%q, and the %qvalley%q of a god! They trusted me because I was a woman!
--TWO: One camp has a teacher of magic. That one is to the east of the city. The
other is the camp of Gruth, and that's southwest of Kireini %qtower%q as you
follow the trees.
--SHRINE: The shrine to some god can be found in a valley, west of a lake that's
to the southwest of Rulaan.
--PATCH: An herb patch is hidden near the coast, by a forest that is south of
the %qtower%q.
--TOWER: Kireini tower is in a clearing to the southwest of Rulaan and is the
abode of Doroma the wizard. It is also supposed to be the resting place of two
great %qmagic%q items! I believe Katrina in Rulaan knows how to get in.
--MAGIC: I heard rumors that the High %qMitre%q and the magical Crossbow,
%qDelatna%q, are in the confines of the tower.
--MITRE: Well, I was told that the Mitre once belonged to the high priest of
Rohrkhad. I'm sure that the dwarves are anxious to have it returned!
--DELATNA: Carved from a living Trimmick, the crossbow was the symbol of
peaceful cohabitation between the Trimmicks and the Amazons. The living nature
of the crossbow imbues bolts fired from it with the ability to disrupt ghosts.
--VALLEY: The god's valley is west of the lake that is southwest of Rulaan.
Pikin
--Here in Galag,[sic] you are on the fringes of known civilization; much like
%qSartuma%q up north.
--SARTUMA: The lands up there are frigid and barren except for a few special
%qfeatures%q.
--FEATURES: There is a %qruin%q just southwest of Sartuma, by the mountains, an
herbal patch by the northwestern coast, a teleportal in a box canyon on the
western side of the westernmost mountains, and a few other %qpoints%q of
interest as well.
--POINTS: Like the shrine to %qPalelil%q in the mountains west of here, or the
protected grove in a little forest west-northwest of here. I think there are a
few semi-permanent %qcamps%q in that area too.
--PALELIL: The Taldor god, Palelil, tried to create the race much like Rohrkhad
created the dwarves. They were tainted, however, by Palelil's inexperience with
creation. This angered Palelil, and the Taldor have fought the Dwarves ever
since.
--CAMPS: Both Mikalat and Mory have camps in Shatlam. Mikalat's camp is along
the northern coast, and Mory's camp is near the northwestern coast in a tiny
grass field.
--RUIN: The ruin of the High Temple (they call it that because of elevation) is
said to hold the Iron %qCrown%q and the magical sword, %qZlmnrdra%q.
--CROWN: The Iron Crown is a diadem of great value because it is studded with
diamonds and only diamonds, giving the polished iron an almost unearthly
radiance.
--ZLMNRDRA: This ancient Tlengleian sword was crafted by the Tlengle metal
weaver, Bigrbi. It was used by the Tlengle highlord to kill the merman,
Bloogridpr. After that, the legends cease to mention it.
Atun
--I have travelled far and spent many days away from my wife, Olga, in Kafari.
Someday I will make it up to her. If you see her, tell her I love her very much.
Now to other matters, I can tell you many things if you will %qlisten%q.
--LISTEN: The area around here is called Amqal. I have become somewhat familiar
with its %qgeography%q and its %qinhabitants%q.
--GEOGRAPHY: If you are going to travel north, visit the two shrines. Tito's
shrine is on the other side of the lake, and the water shrine to Melmalan is on
the western shore of Seahorse Bay to the northeast.
--INHABITANTS: The inhabitants of the region are dangerous. Groval may be able
to help you. He is in a camp on the other side of the western range, along the
mountains. Remember to use groves when possible. There is one downriver in a
forest by the sea.
Alan
--I've been thinking, what if I strapped a slab of wood to my feet and tried to
go down a mountain. Hmm, I may have to try it!
--SNOWBOARDING: Quite possibly the greatest sport in the world! I can't wait to
hit the slopes with my bro, Ed! Hey, hand me a beer. ??
??
--Hantaknor, the fire god, has a shrine in the Hataan Coastal Range. Dorein in
Rulaan knows about it, and she also sells spell totems.
Aside from their undying hatred of the men of this town, their 'princess' seems
to have turned up missing. Some say she was kidnapped by antmen and is now in
some tower on some island. Actually, they really didn't seem to care that much.
Ucensio
--Magic, my dear %h, is the way of the realm. The world is bursting with it! To
master your destiny, you must master magic and all its %qbeacons%q.
--BEACONS: Tito, the Protector of the Weak, placed beacons of magic on this land
so that his children would survive and prosper. Now he lies entombed in a high
temple. The sword, %qKastapha%q, and the Silver %qQuarrel%q are all that remain.
--SWORD: The sword was forged by Tito from pearl and ebony and given to the
human high chief. He was beset by an army of tattooed warriors and slew hundreds
before he fell. Those 'quem' took the sword with them.
--KASTAPHA: Tanro in this village owns the magical crossbow bolt, the Silver
Quarrel of Galaq. It has been in his family for generations! It is said to be
indestructible and have mystical properties.
Inside.
Gregor (9, 10)
--I'm a manly man, %h. When I go hunting, the forest animals tremble at my
approach! None can withstand my sword in battle! Women swoon at my feet!
--FLOWERS: I have no idea what you're talking about. What?? Someone told you? It
must have been one of those trollops from Rulaan. I can't believe my %qsecret%q
is out!
--SECRET: Please, please, tell no one else. This is most embarrassing. If you
promise not to tell, I'll not only sell you the book, but I'll tell you about a
special %qfriend%q from when I was a child.
--FRIEND: Growing up, I had a lovely friend named Doroma. He was the local
wizard's son. We used to love finding new flowers in the woods and fields. But
his father forced him into wizardry and I haven't %qseen%q him since.
--SEEN: I really have no idea where he might be these days. If you do find him,
however, I'm sure he would think the book was really super.
[buy flower book from him. 262/5 charm 684/4 charm, 787/3 charm.]
Tanro (11, 38)
--As the chieftain of my people, I must mainly concern myself with the needs of
the tribe. Right now, that means I must protect my people against the night
raids of the amazon wenches from Rulaan.
I am sorry. I have nothing useful to contribute.
Narcoti (43, 7)
--If you wear any headwear, %h, make sure it's well attached to your %qhead%q!
--HEAD: Not long ago, I was exploring an ancient temple dungeon to the northwest
of here. I was ambushed by a group of flaming skulls, I kid you not, who stole
my beautiful %qcrown%q.
--CROWN: It was a Galaqian artifact, rumored to have been created by Ziphanu,
god of the air.
* HIKAR X=146 Y=122 *
+----------------------------------------+
|........................................|
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+----------------------------------------+
SIGNS
( 7, 13) 'Hikar Leadership School - all applicants welcome!' ($200)
( 7, 32) 'Rooms for Rent' $??
(28, 44) 'Garnets Galore'
( 8, 59) 'Fisher's Tavern'
(36, 54) 'Anduzar's Supply Shop'
( 6, 69) 'Silver City'
(27, 70) 'Gemcutting position available'
(17,11) (11,16) (36,19) (22,46) (23,56)
--Welcome.
--Rumor has it that there is an ancient ruin in the permafrost, near the
mountains.
--We hope that clan Morin will deem us worthy to become part of their clan.
( 6,22) (32, 5) (17,31) (35,43) (15,67)
--We work very hard.
--Hard work is good for the spirit as is Rohrkhad.
Kids (35,66) (32,59) ( 8,38) (38,13) (19,23)
--You can't see me! I'm using the Bucky Invisocloak!
--I shouldn't talk to strangers...
--BUCKY: Bucky is happiness! Bucky is love!!
Inside
Yalu (12, 7)
--In business, location is everything. Take me, for example. I'm the
%qchieftain%q of this whole village, so I should be qualified to teach
%qleadership%q. But my subjects are such cowards, I haven't had a decent pupil
in months.
--CHIEFTAIN: It's not really much of a job. We're so isolated out here in the
snowfields, there's not a lot of chieftaining to be done. Marshall a parade,
settle a domestic squabble, ta da, ta da, ta da. I %qenvy%q you your
adventurer's life.
--ENVY: It's too bad my contract runs another three years or I might be tempted
to join you in your travels.
--LEADERSHIP: My studio is attached to the house. I would love to see you in my
class tomorrow. It would be a nice change to have a real leadership prospect.
Carmine (29, 18)
--Although not as mighty as the Tamar or the Morin, the dwarves of my tribe are
much more %qfestive%q.
--FESTIVE: To signal the beginning of festivities, we blow a special
%qwhistle%q, which has been handed down from generation to generation since time
immemorial.
--WHISTLE: To tell you the honest truth, that whistle has been driving me crazy.
I'd be happy to part with it for a small sum, shall we say, 500 gold?
--??: Extortion you say? That's not true considering what you get for your
investment. So if you mention extortion again, I'll have your legs broken.
--[buy whistle]: %h, I give you this ceremonial gold-plated whistle! The streets
of Hikar are yours!
Simka
--Don't wander aimlessly through Tarq, %h. Search for the tombs of the %qgods%q,
that you may receive their blessings.
--GODS: Many are the gods that once roamed Tarq, fierce %qelemental%q gods,
racial gods, and, above all %qRohrkhad%q, God of All.
--ELEMENTAL: Gods of fire, earth, water and air, they were, each Master of his
own domain. Now they are lost to us, only a memory.
--ROHRKHAD: The Creator of the Dwarves no longer visits his children in mortal
form. Legend says he will not return among mortals until there is an end to the
strife amongst them.
Stores
Anduzar
--Selling supplies isn't the most thrilling job a dwarf could have, but everyone
needs to make a %qliving%q, right, %h?
--You say you're an adventurer? Well, that does sound thrilling. I'll bet you're
a real hit back home, eh, big shot?
Lifa
--There is much to be learned from a name, %h. Take my name, for instance. Lifa
is an ancient Torenian name. Scholars are unsure of the exact meaning, but as
close as they can divine, it means 'a thing.'
Tavern
Maranon
--Welcome to Hikar, %h. I have been sent as a representative of the Tamar clan
to show these poor people how much their lives would be improved if they pledged
fealty to us.
Fisher
--ALE: To cope with the long northern nights, I prefer a warmed wine beverage.
Can I interest you in one?
--ADVICE: With the ancient %qtemple%q to the north and the tower of %qPradaqa%q
to the south, it's amazing that our town has survived for as long as it has.
--TEMPLE: It's rumored to be the tomb of an ancient god of the Taldor. Whatever
it is, it seems to be full of ghosts and other horrors.
--PRADAQA: The tall tower is infested with Taldor, nasty mutants that they are,
and some pointy-eared, effeminate, crossbow-wielding menaces, which I believe
are called dimelves.
Delfina
--A man came into town claiming that he had spent months on an island that moved
across the ocean in whatever direction the wind blew it! So we kicked him out of
town.
Roga
--Take my advice and stay away from the northwestern coast of the Toren region.
There's a crazy man there who thinks that dwarves can walk on the sea! He's so
nuts that one of his demands is a golden %qneedle%q.
--NEEDLE: This particular needle was last seen in the southwestern regions of
Tarq, but no one has seen it in ages! Only a lunatic would demand such an
oddity!
Sark
--I am the %qguide%q of these parts. Before me was my father, and before him,
his father, and so on...
--GUIDE: Well, actually I don't get out that much anymore, and besides, it was
really my father's job. I just wanted to be a tailor. If you want to go out
there, I could %qtell%q you where some of the interesting places are.
--TELL: You're all right! Well, let's see. North, through the pass, in the snow,
there's a patch of herbs. On the eastern side of the East Mountains, in the
snow, is the opening to a ruined temple. There are things on some %qislands%q.
--ISLANDS: On the big island in the bay to the northwest is a protected grove,
and just west of that, on a small isle, is a guru who teaches lockpicking.
There, now you can go where you want without the bother of some guide!
Logartus
--I know many songs and ballads, %h. Is there a particular subject you'd like me
to sing about?
--[most:] I'm sorry, %h, my repetoir includes no songs on that subject.
--DEATH: You wish me to play 'The Lay of the Death Mask'? Before I can do that,
you must tell me the mask's true name. Only then can the tale be told.
--THROSHIKHAD: Excellent. But I divine that you really wish to know the
%qlocation%q of the mask, not hear the Lay.
--LOCATION: There is an ancient temple dungeon in the land of Dormani, near the
southeastern shore of Tarq. This dungeon has three levels. On the third level,
in the the far northwestern corner, is a tomb covered by swords. Dig just north
of this tomb and you shall find the mask.
Jaykin
--That %qCarmine%q is a lucky guy! He has this ceremonial whistle and all the
women flock to him because he's imporatant!
--CARMINE: He lives in the north part of town. That lucky bum!
* NORIIN X=40 Y=34 *
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XXXXXXXXXXXXXX\\XXXXXXXXXXXXXXXXX~XXXXXXXX
XXXXXXXXXXXXXXX\\XXXXXXXXXXXXXXXXX~XXXXXXX
XXXXXXXXXXXXXXXX\\XXXXXXXXXXXXXXXXX~XXXXXX
XXXXXXXXXXXXXXXXX\\XXXXXXXXXXXXXXXXX~XXXXX
XXXXXXXXXXXXXXXXXX\\XXXXXXXXXXXXXXXXX~XXXX
XXXXXDDXXXXXXXXXXXX\\XXXXXXXXXXXXXDDXX~XXX
+.F.XDD=XXXXXXXXXXXX\\XXXXXXXXXXXXDDX.~*.+
|.o.+....XXXXXXXXXXXX\\XXXXXXX=XX...+.~..|
|..........F..XXXXXXXX\\XXXXX.........~..|
|......oo..o.%....XXXXX|X....F......on~.o|
|o.............o.......|.oo...........~F.|
|oo.noo..F==.o..................n..o.~~o++
|o...........o................%o..........
|o.o..o.....o..n......o.........o.......o.
|.....o.....o..o........o.Fo.oo...........
+.........o...........oo........oo........
SIGNS
( 1, 19) 'Cave of Tomes'
( 3, 33) 'Unarmed Combat taught here'
(35, 34) 'Metal Plates forged by Syentyak'
(33, 49) 'Onkmaltn's Instruments'
(24, 52) 'Tlengleian Clothing Outlet'
( 4, 66) 'Noriin Gemcutter'
(36, 66) 'The Lizard's Lounge'
Tlengle ( 4,10) (22,10) (38, 8) (27,22) (13,20) ( 3,21) ( 2,35) (17,36)
(30,38) (40,35) (40,48) (30,53) (12,50) ( 4,70) (15,72) (32,70) (37,68)
--Built Tlengle tough.
--The loremaster is your best source of help for information on 'teleportals'.
--Heed the Bazard for it is vicious and mighty!
--Be careful of the Torjin. Their spears are nasty.
--Schnip Schnip Reeeee Bargooft.
--The Killgrill has a deadly tail, so attack it at range.
--BAZARD: The Bazard is a powerful foe. One can only defeat it by becoming it...
meditate on this.
Stores.
Dglumash (33, 49)
--We Tlengle %qmake%q the best clothes on Tarq. Unfortunately for you, most of
it is costumery, mere frippery that we use for relaxational and recreational
purposes. And I'm sure that most of it, like our Bgunzrnian %qHat%q, would be
completely useless to you.
--MAKE: While most of it is made from fine cloth, I also make things out of
canvas. Right now, I just happen to have a large surplus. If you need some all
weather canvas for anything, I'd be more than happy to sell it to you.
--HAT: It is something male Tlengle don at mating time, indicating that we wish
those of the opposite sex to approach, ridicule and reject us. This way, we
insure the %qsurvival%q of our race.
--SURVIVAL: Yeah, weird, isn't it? But who can understand the mysterious mind of
the female lizard?
[buy canvas for $200 off Dglumash.]
Syentyak (35,34)
--Never go out in the world without a good suit of armor, %h. Why, my cousin
Fred once went out without his %qsteel%q plate and was mailed back to us cut
into 29 different pieces.
--STEEL: Steel plate is the best protection you can buy from me. Only a magic
suit of methreal will protect you better.
Onkmaltn (33,49)
--Play beautiful music, %h. That's what will bring %qpeace%q to this world. If
we all would just stop the hate and play music together, this world would be a
better place.
--PEACE: You dwarves with your petty rivalries know nothing of peace. Learn to
love one another, %h, that's the real solution.
Inside locations.
Klnkklank (34, 21)
--Burrr, whizzz.. errr. What do you want! You want, IN-FOR-MATION! Go east, and
along the coast is a grove. There, now go!
Wldprgn (8, 9)
--Say it now and say it loud, I'm a Big Red Lizard and I'm proud! That's what
we're taught by Zlntrlkopfr, our deity. He told me, personally, mind you, that
as long as I am proud of my heritage, I can be a failure and still demand
respect from others.
Hblktra (32, 8)
--Watch me do my 'speaking- in-tongues' trick, %h. 'On the Island of Tanala lies
a great tower. The tower is called %qNaluun%q. It has been taken by
%qKriktisks%q and is falling into ruin. There is also a captive there who needs
your help.' How was that?
--NALUUN: What? Oh, I'm sorry, that's all I can tell you about it. There is a
chap over in %qMarat%q who might know some more. I can't remember his name, but
I do remember that he sold spell totems. If you find him, ask him about
'Naluun', and maybe he'll know something.
--MARAT: It's the other bastion of Tlengleian civilization, over on the Island
of Balat. Go to the loremaster's and research 'history' if you wish to learn
more about us.
--KRIKTISKS: The Kriktisks are repugnant, ant-like bipeds. They have four arms
which they use to wield large, nasty four-handed swords. Don't you wish you
could randomly spew forth information like I can?
Tavern.
Eddy
--It may seem worse than the hardest riddle, %h, but choose who you give
treasures to wisely. You will create your fate.
--RIDDLE: Back where you started, a place long dead, where a man should be, lies
a treasure instead. [note: Riddle is not in red, but you can still ask for it
otherwise.]
--GAME: I think it's a pretty enjoyable game, all in all. I hope you like it.
The price is good too!
--SNOWBOARDING: My brother, Alan, and I go every winter! It's way-far cool!
Nothing beats the feeling of being in the groove as you cut downhill, slashing
at the snow like quicksilver!
--CHESS: The ideal girlfriend will play strip chess. Think about it, To play she
would have to be smart and sexy; and you would already be attracted to her if
you asked her to play!
--ALAN: My brother's a really cool guy. I hope that someday, when he graduates,
I'll be able to spend more time with him! I'm very lucky to have him as my
brother!There are no goats... There used to be goats, but now there are no more
goats. The helicopters came and took them all away... No more goats...
--DASHNI: Dashni is the god of love.
El Profundo
--Hey hero, the loremaster has some teleportal combinations for you. Heh, heh,
heh...
Glmrondl
--Have a nice Redback Porter, %h. It's an excellent accompaniment to our
%qTlatol%q stew.
--TLATOL: You haven't seen any Tlatol yet? They bear a faint, yet obviously
inferior, resemblance to us Tlengle. But instead of our brilliant wit, they have
the intelligence of eggplants.
Hastur
--I am the Mighty HASTUR! Do not even dare to say my name aloud!
--HASTUR: DIE, foul slug!
Vgbrfer
--There's not much to do here in Noriin, but as long as there's a tavern I'll be
happy! If you want to entertain yourself, try the loremaster. He knows a number
of interesting tidbits on Tlengle culture, but you'd better know what topic you
want.
Zzzzndr
--Hmm, huh, ohh, there you are. Let me tell you something. If we get any more
travellers from that teleportal to the east, I'll go mad! I hear there's a patch
of herbs southwest of the southernmost bridge; maybe I'll hide there!
8-2. CAMPS[OUTSIDE]
Here's where you'll find people with critical information as well as the best
characters for your party.
*********************
* BUCKY X=108 Y=108 *
*********************
Bucky is a bit of a joke. Kids across the towns refer to him as a big hero.
But if you go island hopping, you can find out the truth about him.
--Don't ever become a role model, %h. The hours are long and the pay %qsucks%q.
--SUCKS: Not only that, but you are constantly beset with screaming brats who
want your autograph. I could have just been a normal warrior, but once the PR
guys got a hold of me, it was all %qover%q.
--OVER: There was no time to be a hero any more. Between the celebrity
appearances and marketing meetings, I hardly had the time to go Taldor
%qhacking%q.
--HACKING: Well, I was quite the warrior in my day. But, as they say, beauty
before talent.
*************************
* DENATRIUS X=130 Y=102 *
*************************
--Greetings, adventurer. What brings you to the camp of Denatrius the Mad?
--??: I was the most brilliant craftsman in Tarq. There was nothing that I could
not %qbuild%q, whether it was of stone, wood, or cloth.
--BUILD: I was of a mind to craft a vessel which would allow me to glide over
the ocean, a %qboat%q. The people thought me mad. 'The ocean is for fish,' they
said. Well, I showed them... I SHOWED THEM ALL!
--BOAT: I called my beautiful creation a 'boat,' after my great-aunt on my
mother's side. It was built from the finest woods. Its %qsails%q were crafted
from the most rugged of canvases. It was the majesty of the sea. It shall
%qrise%q again!
--SAILS: The boat had great canvas sheets attached to a vertical pole, called a
'mast,' into which the wind blew, propelling the craft across the waves.
--RISE: I am too old to brave the perils of the ocean. But you, you must
continue my legacy. Join me in my dream. Build a %qnew%q boat. No one shall deny
us our glory!
--NEW: To build it, you must get the following items. Bent wood planks for the
body, all-weather canvas for the sails, a golden needle to sew the sails
properly, a hammer with which to drive nails, and a hefty supply of %qgold%q.
--GOLD: That's right! You didn't think I'd just give you all this information
for free, did you? Get the supplies and 3000 gold should about cover my
consulting fee. Now, GO!
--[BUILD BOAT: Your boat awaits! Hasten to the isle of %qIlakasek%q. Remember,
the word to open the castle is 'Togarnak'. Don't forget to write.
--ILAKASEK: Ha Ha Ha... and they call ME mad! In my first boat I found the
abandoned home of Rhorkhad! It was a steel castle on an island within an island,
to the northeast. Sail hard, %h! The glory of BOAT shall live again!!!
--OTHER: I know nothing of that. I only know boats. Just boats.
**********************
* GROVEL X=110 Y=155 *
**********************
--Hey there, young fella.
--ADVICE: Befriend those your own age, %h. Anything else makes folks suspicious
of ya. But ya didn't come all the way out here to hear me ramble on. Can I
getcha some %qlilten%q tea?
--LILTEN: Great stuff and easy to find out here in the wilds. I used to sell it
in Phoroshe, before they ran me off. I got a whole bunch if ya want to buy some.
[You can buy Lilten from Grovel at 75 per. You only need one.]
********************
* GRUTH X=30 Y=200 *
********************
--You need me in your party, %h. Whether it be swordplay, a sharp eye with a
crossbow, or blasting the enemy with spells, I'm your man! Let's %qexplore%q!
--EXPLORE: I suggest we explore not only our continent of Tarq, but other
%qislands%q as well.
--ISLANDS: Tanala has a tower that might be worth investigating. If we can find
a teleportal, the combination Berat Otala, Aster will take us there.
[You can invite Gruth to join your party. And I highly recommend that you do.]
**********************
* MANTAR X=199 Y=181 *
**********************
--Young %h, I'm glad you have sought me.
--I am deeply sorry to hear that your tribe has been decimated by the foul
%qTaldor%q. I knew your father; he was a great dwarf in his time.
--TALDOR: The Taldor and other baneful creatures from the west are growing in
strength. If the threat is not checked, all the Dwarves of Tarq shall suffer the
same %qfate%q as your tribe.
--FATE: Instead of uniting under one banner, the Dwarves have %qfractured%q into
two main tribes, the Tamar to the north and the Morin to the south. In addition,
smaller tribes live in the wastes of northern Tarq.
--FRACTURED: The two clans are preoccupied with destroying each other. They are
ignoring the fact that they face their own destruction from the monster hordes.
You must %qdo%q something to prevent this destruction.
--DO: In ages past, the gods gave magnificent treasures to their children. It is
written that he who possessed the treasures held great %qsway%q over his
subjects. I can not tell you the locations of these treasures, but rumors abound
throughout the land.
--SWAY: If you find these treasures, %h, you must make a decision concerning
which chieftan to give them to. The chieftain that ultimately holds the most
treasures will become the most powerful dwarf on Tarq. If the treasures are
yours to give, the fate of the land is in your hands.
**********************
* MIKALAT X=46 Y=104 *
**********************
--POSSESSIONS: Why are you here? Are you trying to steal my magic %qsword%q?
Well, you can't have it!
--SWORD: My sword was crafted Zlntrlkopfr the Tlengle god. I found it in a
teleportal chamber, many years ago. I have no idea how it got there, but I found
it and it's %qmine%q!
--MINE: This sword, which seems to especially love the blood of Bazards, I will
not give you unless you can give me something of much greater value. Something
that I can really %quse%q out here in the wilds.
--USE: Since you asked, I've been suffering through the cold cold northern
nights. I've heard talk of a charmed hide, the Hide of the Azure Sky Shark. If
you can bring me the hide, I will give you Zlmnrdra, my magic sword.
--[OFFER THE HIDE]: Thank you my friend. I shall sleep soundly now, covered by
such a magnificent hide. Take Zlmnrdra in return for the hide.
************************
* MORYANTAK X=29 Y=115 *
************************
--[NO M WIZARD:] What is this? A party without an M wizard? Do you know the
trouble you could get into without an %qM%q wizard?
--[M WIZARD:] I see that you have an M wizard in your party! You could always
use another one, you know. You never can tell when you'll be stranded without
one far from %qhome%q.
--M: All great wizards' names start with M! What did your parents raise, an
imbecile? Kids these days, the lights are on but nobody's %qhome%q.
--HOME: Tarq being the huge continent that it is, I sometimes find it useful to
%qteleport%q myself to the middle, to Seneret. But it's quite nice in
%qShatlam%q, which just happens to be my home.
--TELEPORT: What? You want to know how I do it? You need some of the magic
tiles. Which ones? Oh, I guess that might be useful. Try a Dunha, an Aster and a
Henta.
--SHATLAM: The peacefulness, it's nice. With all the mountains and grandiose
snowfields, but, watch out for the %qWobrin%q packs, I'm telling you!
--WOBRIN: Nasty, two-headed wolves they are. They'll rip off two of your puny
heads at the same time!
**************************
* PRANARANUS X=133 Y=207 *
**************************
--Seekers of knowledge, know that not all Taldor seek your blood. Some might
even be persuaded to join your %qquest%q.
--QUEST: Search throughout Tarq. When your journeys have come to the center,
there you will find the %qDelqafi%q Caverns, a natural wonder beyond compare!
--DELQAFI: I can tell you no more about them at this time. But I can tell you of
the temple of my patron god, %qPalelil%q.
--PALELIL: In the mountains high above Rulaan, on the border of Shatlam and
Pasenta, lies his temple.
more??
***********************
* RIFNRNRA X=111 Y=35 *
***********************
--There's nothing worse than being way out here in the wilderness with no one to
try out new %qmaterial%q on.
--MATERIAL: What do you call a Tlatol that can %qspeak%q intelligibly?
--SPEAK: A genius! But seriously folks, let me tell you something useful. I come
from a faraway island. The teleportal combination used to get to my home is an
Otala tile, followed by a Dunha tile and a Henta tile.
[You can invite Rifnrnra. He won't crack ay other lame jokes, and he's pretty
good too.]
*******************
* TULA X=67 Y=222 *
*******************
--BEFORE: Ho, %h, a weak, little dwarf like you needs a big, strapping Amazon
warrior like me to protect you from all of those scary creatures out there.
--AFTER: Before we go any further, I must advise you to offer a prayer to Tito,
Protector of the Weak, that he may grant us glorious victory in battle!
[You can ask Tula to join your party. She is quite a good fighter.]
9. UNFRIENDLY LOCATION DETAIL
I define unfriendly locations as anywhere you can be attacked. Dungeons are a
bit more unfriendly than Temples as there are more monsters in ambush, etc. I
define dungeons as places you need a word to get in, plus the place where you
start out.
9-1. DUNGEONS
The dungeons are in alphabetical order, although I cheated a bit and put 'A
Cavern' first since it's quite different from Caverns X, the final dungeon. The
various dungeons are:
1. A Cavern
2. Anforn (3 levels)
3. Caverns (5 levels)
4. Delqafi (3 levels)
5. Entemar (4 levels)
6. Kireini (7 levels)
7. Naluun (6 levels)
8. Pradaqa (7 levels)
I have general comments about each dungeon above the map of level 1 and
specific instructions below.
9-1-1. A CAVERN
This is where you start out. There's not much to do here, but the game needs
to establish the tone.
Your cavern is located at (199, 179).
************
* A Cavern *
************
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XXXXFFXX()XXXXXXXXXXFFXXXXX
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XXXX......................X
XXXX..................^^.XX
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XFF...................,..XX
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XXX....^..................X
XXX.......................X
XXXAA^^....^^.............X
.....A.....^^....f()f....XX
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.....A...................XX
XXXAA....................XX
XXX......................XX
XXXXXXXXXXXXXXXXXXXXXXXXXXX
WHAT TO DO
Ah, what better place to start off a game than in a generic cavern? It's just
perfect for a minor incident or two to start the plot going and get you
comfortable with combat! Here the incident is an ambush when you try to leave.
It's not too hard, but have weapons drawn etc. You should be more worried about
getting the game to run without freezing. There are many ambush squares but
really only one ambush. You can leapfrog over it, actually, if you want. But
it's probably best to go through with it and make sure you have combat basics
down.
The treasure is very much worth digging for. It should get you off to a great
start. Go to a town, get a shovel, and come back to dig. You're clued into this
in Balat, but there's nothing against you picking it up right away.
AMBUSHES
(3-4, 13) (5, 14-6) (3-4, 17) 8 taldors. This is the introductory fight. You can
leapfrog over it, say, with
34
12 <= With 1 at (3, 12) and leading, go to
12
34 <= set 3 as leader and flip back to
34
12.
TREASURE
(13, 8) 5 diamonds, 6 emeralds, 7 sapphires, 8 rubies
(4, 8) 99 bolts, 50 picks, 6 snowshoes, 6 sealskins, 6 rope
9-1-2. ANFORN
The dungeon of Anforn doesn't contain many monsters, but they're all undead.
There are some extremely nasty side fights, but fortunately most of the dungeon
can be avoided. One critical fight will really tax you, but there's a god in
here, along with two treasures(one a dwarven artifact) and it isn't especially
mazy.
Anforn is located at (112, 10).
******************
* Anforn Level 1 *
******************
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XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXF . . .XF .XX .XXXXXX
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XXXXXXX . (4 leads) => 35
213 46
(2) Put 1 at the top of the formation after the first stairs. Then when he's at
(8,51) save the game. Have him make the party sit and go NE/NW and reform so
that 1 is on the bottom row. Then reinvite everyone back. They'll pop up north
of 1--and the ambush.
(3) Form
21
43
65
After going up the stairs on the left, go up the left wall. With 1 leading at
(3, 25) reform as follows:
23 (let 3 12
1 4 => 56
56 lead) 43
(4) This is easier than it looks. Just place your party as follows:
65.
43.
21.
Let 1 lead and probe to the south and east. When the stairs appear, have him
go southwest a couple of squares. Your party will springboard behind him.
(5) This is even easier. Just let 6 lead and when you go down the stairs at
3:00, push 6 2 squares west past it. Then go STRAIGHT DOWN.
(6) This is a very nasty ambush to get by. It's at (42,62) and in a bottleneck.
What you need to do is to set your party up with 1 in the bottom left. Then when
he's at (43,62) dismiss everyone except the farthest right companion. Assume
he's #6. Set 1 as the lead and form...
6 1. Let 6 lead and go in for 1 6. Now you have bridged the gap. Move left and
reform with
...
..1
6..
Now you can just invite your friends across as you need. If there is no room,
go left, deform your party so the top row is open, go back right, and invite
whoever you need to. If you don't get everyone, because they're not all in view,
then dismiss all but two people several squares away from the ambush. Flip your
party back over to the right of the ambush, have the third person join. Inch
everyone left with 1 at (43,62) and repeat as before. You may want to use a
separate save slot for the maneuver.
(7) Here you really do have to bring party members over one by one. But it's not
as tough as it may seem. Form your party as follows:
312
645
Make sure character #1, who is leading, is at (38, 26) which is one square
south of the ambush. Now dismiss all but one other person. Reform to:
x.. x.1
... (x leads) => ...
1.. ...
Now push X off to the side where he won't disturb the next guy coming it. Go
back onto the stairs and make three moves W, SW, SE. You're back where you
started. Rejoin a companion, and flip him over as in the above paragraph. With
everyone over, you can get on with your trek.
AMBUSHES
Keep close track of the numbers in the ambush location. Write them down. Note
the direction you're coming from so you can flip over them. It's a lot easier,
long term, than fighting. You'll get badly beaten in all likelihood if you don't
detect the ambush, and often the bad guys appear off to the side, in part of
another circular loop, where you have to use magic to get at them. The ambushes
are listed in order.
(68, 51) 5 windhir, 2 ghost, 3 yeti, 1 firelord. Get surprised and you're toast.
But you can sneak around this by repositioning.
(8, 50) 4 zappos, 4 necromants, 3 skeletier. You need to re-save and reorganize
your party to get around this.
(4, 25) 8 skeletier, 3 yeti, zappo. Two rearrangements get you around this.
(59, 12) 7 firelords, 3 zappos. You don't even need to rearrange for this. It's
far enough east of the stairs you need to go down that you can sneak by.
(56, 39) 7 firelords, 5 skeletiers, 1 yeti. A very easy ambush to avoid.
(42, 62) 5 necromants, 5 firelords, 2 ghosts. This ambush is very hard indeed to
get by and no fun to try to tackle. Save and reorganize and party flip and all
that. One person alone can't walk by it...
(38, 25) 5 ghosts, 3 windhirs, 3 firelords, 1 necromant. This is a very tough
ambush to avoid. You can flip your party members over two at a time.
(17, 67) 5 windhir, 2 ghost, 3 yeti, firelord. This ambush is completely in the
wrong direction. A dead end is ahead.
(29, 42) You don't need to get by this ambush. It guards a dead end where you
can see the final cavern but can't do anything. Plus it's inside a square you
can't walk over. But if you reform at the wrong time, it could be a nasty
surprise.
PARTY TALK
(44, 49) Actually, it really isn't that cold anymore.
(37, 44) %h says: Khamalkhad lies beyond this last door. Although we are weary,
we must fight and triumph one last time so we can return the axe which will
unite all the Dwarven tribes under one leader!!!
ROOMS
The first three are useful in case you want to play square and go through the
ambushes and need a place to recharge. None is tough except for the final one.
(36, 1) 11 yeti. 10 diamonds. 3rd on the way to the center.
(1, 33) 10 yeti, 3 direwolves. 12 diamonds. 2nd on the way.
(72, 39) 5 yeti, 7 skeletiers. 15 diamonds. The first.
(38, 42) 7 keepers. Final combat. The treasure here is supposed to be 20
diamonds, but you never get to see it. You're kicked to the final screen
immediately.
9-1-4. DELQAFI
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* Delqafi 1 *
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WHAT TO DO
The first level is pretty straightforward. All you have to do for the Air
Temple is to get the Orb. To do so, go east and then south through the door.
Then go east and north through the next door. Follow the rug up. On the right
square north of the altar, use your shovel. Voila, another dwarven artifact.
But you'll probably want to see the god here, which is Ziphanu. He'll help
build you up for, if nothing else, a very tough fight in the Sea Temple. From
the orb, go south through the door and west past the first door you see on the
way. Go north at the second door. Stairs to level 2 are straight ahead.
TREASURE
(37, 8) the Orb, another Dwarven artifact.
PARTY TALK
(16, 5) Keep quiet, there may be danger ahead.
(24, 30) This was once a sacrificial platform.
(7, 5) I feel like I am being watched.
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* Air Temple 2 *
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WHAT TO DO
There are few impediments to entering level 3. Just go west, south through the
door, south all the way, east past the stairs up on the north side, and south.
The stairs are just east.
PARTY TALK
(17, 21) You know...
(16, 21) Shh...
(12, 20) but...
(12, 19) Shhhh!!
(Part of a running dialog as the party goes the wrong way.)
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* Air Temple 3 *
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WHAT TO DO
Go west through the door. Go south through the next door and continue down the
stairs. Go southeast and then east up some stairs. From there, go north into a
differently tiled area. Ziphanu rests in the room to the north. Whisper
FURBIMOR.
+2 resistance and agility. +1 endurance, intelligence, and dexterity. +10 magic.
PARTY TALK
(8, 7) This,...is TRUE Power...
(36, 19) This looks like some sort of antechamber.
(10, 35) These structures are so old that the reasons for their existence have
been almost entirely lost.
(36, 17) ??
9-2-2. DARK TEMPLE
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* Dark Temple *
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WHAT TO DO
You don't need to visit any rooms here besides the room with the god. However,
with all the overlaps and arches, this is a bit confusing. Here's what to do.
Go west and continue through the narrow passage. When it widens, go south and
then back east through the archway with the arrow. You'll come to a flight of
stairs, which you should take. Go east from there through another archway. From
there, go south, west, south, west, south, west, and southwest a bit until you
get to a doorway. Enter that doorway and it will kick you south a few squares,
i.e. to the lower level. Go west from there into another doorway. It will kick
you up west to the outer wall. From there, go norh all the way and east. Enter
the next door you see. From there it's a few steps east to the god's chamber.
Whisper PEL in the chamber to get your bonus. It's not that great, I guess,
but you didn't have to risk much to get it. And what do you expect from the
clown who 1) precipitated this trouble and 2) couldn't make a half decent race
anyway?
+20 swim, +25 soulreading
+15 fist
+20 tracking
AMBUSHES
(30, 68) ??
PARTY TALK DIALOG
(3, 70) This ledge makes me a bit edgy.
(2, 71) I'm a bit 'ledgy' too!
(24, 49) A marvel of design!
(46, 68) Welcome to the pit of despair!
(19, 9) ??
ROOMS
(64, 15) (63-4, 23) 4 killgrill, 9 garlog. 18 sapphires.
(8-9, 32) skeleton, 3 killgrill, 6 garlog. 29 turpins.
(39-40, 35) skeleton, 2 garlog, 5 killgrill. 14 fear spells.
(27, 43) (33, 42-3) (29-30, 46) 8 skeletons, ghost. 48 pearls.
***************
* High Temple *
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WHAT TO DO
South, then west through a dark door, then south through another dark door.
Turn east here through another dark door. Now you'll want to take the stairs to
the northeast, follow the passage(east, north, west) and climb down the stairs.
Go south through the dark door and use a pick on the chest to the east for a
magic axe. Track back to the first winding stairs. Go southeast, east and north
through, yes, the final dark door. Take the stairs down.
TREASURE
(33-4, 16) Natal, the magic axe.
PARTY TALK
(32, 30) Hey look guys, momma skull... baby skull!
(17, 18) The water is bad to drink.
(7, 8) Benches, bones, and books - what a great combination!
(7, 7) Actually, these things are some of the most important tools in wizardry.
ROOMS
(19, 4-5) (14-5, 8) 13 garlog. 134 coins.
(30, 7) (32-3, 10) 12 killgrill. 9 alabaster.
(31, 21) (33, 19) skeletier, 2 garlogs, 5 killgrills. 15 mirget.
(4, 33) (8, 36-7) 4 killgrill, 9 garlog. 1 flute.
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* Sea Temple 3 *
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